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Re: [MUD-Dev] Rooms
On Fri, 4 Jun 1999, Greg Munt wrote:
>
> Is the choice nothing more than co-ordinates, or rooms, or both? Or are
> there other alternatives? By how much can the room concept be extended from
> the StockMUD implementation - if at all? For those who have implemented
> their own worlds, what system have you used, and would be interested in
> discussing them, here on this list?
Well, we haven't done it yet, but when we institute oceans and ships, our
oceans will be coordinate-based, whereas the rest of the world is
room-based. Players will never physically be IN a coordinate, so to speak.
They'll always be on a ship (which will be a set of rooms pointing to a
coordinate). If they go overboard, they will be stuck in an ocean "room",
of which there will be a few (one for each 'sector' of an ocean). Not sure
if this is what you were looking for or not.
--matt
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- Thread context:
- Re: [MUD-Dev] Rooms, (continued)
- Re: [MUD-Dev] Rooms,
Matthew Mihaly diablo#best,com, Fri 04 Jun 1999, 22:45 GMT
- Re: [MUD-Dev] Rooms,
Ola Fosheim Grøstad olag#ifi,uio.no, Sat 05 Jun 1999, 15:22 GMT
- Re: [MUD-Dev] Rooms,
Marian Griffith gryphon#iaehv,nl, Sun 06 Jun 1999, 13:26 GMT
- Re: [MUD-Dev] Rooms,
Travis S. Casey efindel#io,com, Fri 11 Jun 1999, 18:12 GMT
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