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Re: [MUD-Dev] Resets, repops and quests
[Alex O:]
:So, the idea is to have a Random Quest Generator, right? Hmmm...
:I don't think that generating whole background (towns, populations) for the sa
:of each quest is a good idea. It will lead to object inflation.
Only if you actually store them. The generation can be virtual, as has
been sorta discussed here. Only if a player modifes the virtual stuff
does it need to become partially real.
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- Re: [MUD-Dev] Habitat Data, (continued)
- Re: [MUD-Dev] Resets, repops and quests,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Fri 30 May 1997, 21:50 GMT
- <Possible follow-up(s)>
- Re: [MUD-Dev] Resets, repops and quests,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Fri 30 May 1997, 21:50 GMT
- Re: [MUD-Dev] Resets, repops and quests,
Jeff Kesselman jeffk#tenetwork,com, Sat 31 May 1997, 00:01 GMT
- Re: [MUD-Dev] Resets, repops and quests,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Tue 03 Jun 1997, 02:17 GMT
- Re: [MUD-Dev] lots of stuff, sigh.,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 29 May 1997, 12:56 GMT
- Re: [MUD-Dev] Goal orienetd NPCs,
Jeff Kesselman jeffk#tenetwork,com, Thu 29 May 1997, 02:59 GMT
- Re: [MUD-Dev] Levels and Goals [was Alright..IF your gonan do,
Jeff Kesselman jeffk#tenetwork,com, Thu 29 May 1997, 02:48 GMT
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