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Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd)
On 1/10/00, at 11:45 AM, Eli Stevens (Grey) wrote:
>I had been considering having the occupants of adjacent rooms visible to
>everyone as part of the standard 'look' command.
We did this for large open spaces on Discworld. It works quite well...
You also get messages like:
The happy wizard moves southeast in Sator Square.
The happy wizard leaves Sator Square to the northwest.
etc... Makes the squares really feel like a busy part of the city.
>One thing I like about it is that it gets rid of the silly "is here"
tagged
>onto the end of everyone's short desc. Crowded areas could become a
>problem, but I think that by only allowing a player to notice a subset of
>the present/nearby people, the spam should not be too bad (if you are in a
>crowded hallway, you just _cannot_ see everyone). This would be in
>conjunction with the features of the attention thread mentioned a while
>back, rooted at (or near):
We didn't get rid of the 'is here' though. The description lines end up
looking like:
The happy beggar is meditating to the northeast, the spotted dog and the
beggar are standing to the west and a red badger is here.
Good luck!
David.
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- Re: [MUD-Dev] Fair/Unfair? Scenarios (fwd),
Eli Stevens (Grey) ens017#mizzou,edu, Mon 10 Jan 2000, 17:57 GMT
- [MUD-Dev] Re: Ok, got some brand new core dumps.,
J C Lawrence claw#kanga,nu, Sun 09 Jan 2000, 19:41 GMT
- [MUD-Dev] An introduction...,
Geoffrey A. MacDougall geoffrey#poptronik,com, Thu 06 Jan 2000, 23:11 GMT
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