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5697: [MUD-Dev] darkness/visibility
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From: Oliver Jowett <oliver@jowett.manawatu.planet.co.nz>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 11 Jun 1998 15:02:02 +1200 (NZST)
Organization: Kanga.Nu
Any suggestions on handling darkness and visibility well? The classic
either-you-see-it-or-you-don't system doesn't work too well..
> l
You are in a large well-lit room. There is a switch on the wall.
> flip switch
You flip the switch. The lights go off.
> l
It is very dark! You might be eaten by a grue.
> flip switch
You don't see anything like that here.
I experimented with a system of tactile descriptions and keywords, which
works reasonably well for carried objects but not so well for any objects
that the character doesn't have direct access to.
The problem, I think, is one of character memory: if you just turned off
the light switch, you should know it's there to turn on again (at least
for a while), barring sadistic puzzles involving moving switches..
Conversely, if you just walked into the room, you know nothing about a
light switch (although searching for one by feel is feasible).
I don't have a good solution for this. Suggestions?
-O