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Re: [MUD-Dev] In-Game Languages
On 10:00 AM 4/4/99 -0600, I personally witnessed Chris Gray jumping up to say:
>[Eli Stevens:]
>
> >It works by converting each of the 26 letters of the English alphabet into
> >one of the ten characters that define the language.
>
>Is there some linguistic basis behind needing only ten letters?
I think that's primarily so someone without language skill X can't write a
script to translate it into English -- thus invalidating ALL the language
skills.
Well, you COULD, but it wouldn't work very well. I like the idea that you
can 'fake' it with a script if you're willing to accept the error margin,
myself. Anything that allows you to carry certain knowledge around as a
PLAYER instead of as an attribute of your character is a plus, in my book.
>How does someone with the given language skill read the output? Do they
>simply get the untranslated version, and others get the translated version?
>Does this work for written material too?
I would expect so on all the above. I adore this technique, incidentally.
Applause, applause.
-----
| Caliban Tiresias Darklock caliban#darklock,com
| Darklock Communications http://www.darklock.com/
| U L T I M A T E U N I V E R S E I S N O T D E A D
| 774577496C6C6E457645727355626D4974H -=CABAL::3146=-
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MUD-Dev maillist - MUD-Dev#kanga,nu
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- Thread context:
- Re: [MUD-Dev] In-Game Languages, (continued)
- Re: [MUD-Dev] In-Game Languages,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sun 04 Apr 1999, 17:48 GMT
- Re: [MUD-Dev] In-Game Languages,
Matthew D. Fuller fullermd#futuresouth,com, Mon 05 Apr 1999, 01:26 GMT
- RE: [MUD-Dev] In-Game Languages,
Eli Stevens (KiZurich) c718157#showme,missouri.edu, Mon 05 Apr 1999, 01:27 GMT
- Re: [MUD-Dev] In-Game Languages,
Caliban Tiresias Darklock caliban#darklock,com, Mon 05 Apr 1999, 01:28 GMT
- Re: [MUD-Dev] In-Game Languages,
Michael Hohensee michael#sparta,mainstream.net, Mon 05 Apr 1999, 03:18 GMT
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