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[MUD-Dev] Re: Introductions and descriptions
Previously, Matt Chatterley wrote....
> 2. Set up probabilities of occurance for each name, rather than making it
> arr[random(sizeof(arr))] or something to that effect - this way you would
> have more Johns than Naseems, which is probably realistic. ;)
You could go one better than this and produce a probability for syllables
and then randomly generate new names. I guess this probably wouldn't work
too well for English names, but it'd certainly work well for foreign/alien
names.
[Snip]
> By this notion, are there any good themes, or is something wrong with the
> 'non-automated' approach taken by many games? Personally I am either
> minimalistic (very little code, very little built, because the game is
> really just a social construct between the players), or the other extreme
> (very heavy automation, and suchlike).
The problem with basing the theme on a book or TV series is that you have to
include everything the author has designed. Now that isn't so bad, except
that some of the stuff was designed with being a book/TV series in mind so
it doesn't map well to a mud. It seems far easier in my mind, to just pick
a genre and to design your own game world around it - maybe borrowing a few
ideas.
Maddy
- Thread context:
- more requests,
Marian Griffith gryphon#iaehv,nl, Sun 23 Nov 1997, 16:03 GMT
- Re: [MUD-Dev] Re: Introductions and descriptions,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sat 22 Nov 1997, 20:16 GMT
- Re: [MUD-Dev] A flamewar startingpoint.),
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Fri 21 Nov 1997, 15:56 GMT
- [MUD-Dev] Re: Introductions and descriptions,
Maddy maddy#fysh,org, Thu 20 Nov 1997, 09:51 GMT
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