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17145: Re: [MUD-Dev] Semi Graphical Muds

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From: "Ben Chambers" <bjchambers@phoenixdsl.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 1 Feb 2001 21:17:22 -0800
References: [1]
Organization: Kanga.Nu
<EdNote: Quote trimmed>

----- Original Message -----
From: <the_logos@www.achaea.com>
To: <mud-dev@kanga.nu>
Sent: Thursday, February 01, 2001 10:25 AM
Subject: Re: [MUD-Dev] Semi Graphical Muds

> Ascii is faster and more efficient mainly because it is such low
> resolution, meaning that a screen of it cannot communicate very much
> information. A picture is worth much more than a thousand
> words. Ascii graphics can communicate even less information than a
> text mud, in fact, due to the sophisticated coding mechanism
> (language) of a text mud.

> Ascii graphics may be faster (though I'm dubious that they'd use
> less bandwidth/player than Everquest does, for instance), but they
> are also primitive and you're very limited in what can be done with
> them.

I am saying that it is possible to implement an interface similar to a
rouguelike game, something like this is your screen

  ------------------------------------
  | player stats go here              |
  |-----------------------------------|
  | map goes here                     |
  |                                   |
  |                                   |
  |-----------------------------------|
  | standard mud text commands here   |
  ------------------------------------

in this way you still have the detailed text of a text-based mud, but
gain the ease of navigation and area visualization, and the darkness
and hidden aspects.  I envision a client that the mud sends data to in
different packages, the stat package, the map package, and the text
package.  The client then puts these in the appropriate locations.

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