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29820: Re: [MUD-Dev] DGN: Rooms, Directions, etc. - any alternatives?
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From: "Sarah J. Blake" <sarah@growingstrong.org>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 24 May 2004 12:19:36 -0400
References: [1]
Organization: Kanga.Nu
I haven't experimented much with this on my SMAUG MUD (mostly
because I'm new to SMAUG building and for now like the cardinal
directions for that environment). On my Tinymux game, I do use some
alternative directions depending on the room. For instance, if I
have an elevator room, I will use floor numbers as exits. I'll also
use things like "east to the library," etc. On my SMAUG game, I try
to incorporate wording into the description that gives at least an
idea of how the surrounding area is laid out. A lot depends on
whether the room has only one entrance. If it can be entered from
multiple locations, cardinal directions tend to work best because
they don't assume a specific vantage point when looking at the room
unless the person just tends to think in terms of south being
nearest to them, west being left, east being right, etc. I think
like this, and developing my games with cardinal directions can be a
challenge because of it; but it's not impossible.
Hope this helps.
Sarah J. Blake
Personal mail to: myhouse@growingstrong.org
http://www.growingstrong.org
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