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Re: [MUD-Dev] Rooms, 3D arrays, etc.
[Michael H:]
: ###W######
: pppWpppppp
: ###W######
: ###WWWWWWW
:
:Where W= water
: p= path
: #= field.
:
:Since we've got tons of individual characters to choose from, we could
:come up with every terrain type we could possibly want. This would also
:make it easier to have natural disasters change the terrain, since it
:would be a simple matter of changing a few characters in the overall map.
:
: Does this sound interesting to anyone?
I've done something like that in my current scenario, and in another one
which isn't part of the main one (yet!). The idea can work not too bad,
but I think you'll find that you *will* quickly run out of character types,
since you'll soon be inventing little details you want to add. Just to
show, here's the character map I ended up with for the interior of a
castle, as displayed using an overhead tile view:
/* wall pillar arch door window stair b-arch b-door balc rail
hab m q u 30 !@ () ;45 Y
g c li p n t r x v 21 * # > [ , 6 z Z
fed kj o s w & $ < ] 987 y
-| ^% }{
*/
And that doesn't even cover any outdoors stuff!
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- Re: [MUD-Dev] Resets, repops and quests, (continued)
- Re: [MUD-Dev] Resets, repops and quests,
Ling K.L.Lo-94#student,lut.ac.uk, Wed 28 May 1997, 00:33 GMT
- Re: [MUD-Dev] Resets, repops and quests,
clawrenc clawrenc#cup,hp.com, Sat 31 May 1997, 05:56 GMT
- Re: [MUD-Dev] Internal Mud Languages,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 27 May 1997, 12:56 GMT
- Re: [MUD-Dev] Rooms, 3D arrays, etc.,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Mon 26 May 1997, 21:47 GMT
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