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nu.kanga.list.mud-dev

91: Sorry for the dups (again)

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From: coder@ibm.net
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 19 Mar 97 20:37:47 -0800
Organization: Kanga.Nu
My fault -- playing with new list software and forgot the system was live.

--
J C Lawrence                               Internet: claw@null.net
----------(*)                              Internet: coder@ibm.net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...

cription > > D D D D D D D D D D D D D D D > D B D D D D D D D O D D D D D > D D X D O D D X D D D D X D D > D D D D D D D D D S D D D D D > D D B D D D S D D D D D D D D > D D D D O D D D D D D D D D D > D D D D D D D D D D O D D D D > D D X D D S D X D D D D X D D > D D B D D D D D D D D D D D D > D D D D D D D D D D D D D D D > > A blocking description would block things "behind" it, using the 2D > crystal latice matrix transforms to determin "behind"ness. Screening hides > the things behind it to varying degrees. Multiple objects can occupy the > same location, but have volume concerns. A "node" corresponds to a room, > and could concievably have size variation, though that is not necessary to > the design. The nodes portrayed here have scope 5x5. Uhm... So a wall would be a line of B's ? and a window in that wall would be an S? And how are you going to generate all those descriptions? Standard terrain desc+ variations or something like that? And what about tunnels and the like... This system would be something like nethack with levels? A system I would love would be something like Descent in world buildup. Thing is, you need VRML or something like that to portray that. Anyway, Wout.