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Re: [MUD-Dev] Introduction
(just a quick interjected note or two, rest snipped)
From C.Lawrence:
[re: intro by Dan Armstrong]
: What do you do when Bubba dumps 50,000 individual pieces of gold,
: pebbles etc all at the same location? Have a lost 50,000 items long?
coins do the aggregate-object thing. melt together like a t-1000.
:>...but how to give the player an intelligent description of what
:>they see is difficult. I could simply list everything from closest
:>to farthest, but that would not be very intelligent.
: cut off all groups beneath a minumim interest level, generate text
: moving from the highest interest group on down.
Another easy-to-implement idea I found interesting was to present
the text in different sizes by interest/obviousness. Close objects
or attention-demanding situations get presented at 1.2 times,
medium-range and attractive texts at normal size, and distant or
barely-consequential info at 0.8 times normal text size.
-John G. (got rid of that outdated nick "Huibai")
- Thread context:
- Re: [MUD-Dev] Spellcaster, or Waving Hands, (continued)
- [MUD-Dev] Quad-trees/Oct-trees,
Dan Armstrong orion#pixi,com, Thu 14 Aug 1997, 11:39 GMT
- Re: [MUD-Dev] Introduction,
John G. ashen#pixi,com, Thu 14 Aug 1997, 02:54 GMT
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