chrisa@cujo.icom.ca (Chris A) wrote: (Sun, 27 Jan 1980 08:26:20 GMT) > Although I don't have a site, I would like to start on the > following. But I need to work out ideas, and hopefully by the time I > get most of the work done, I will have my new cable-modem, and be able > to do all this anyway. > > I would like to do a seperate realms idea. > For my edification, what is 'a seperate realms'? > Just for arguments sake, say there are four separate realms. > Each is independant of the other. World, social system may have it's > similarities in the coding (say lwr mid up ruling classes, but in one > it is that in another it is a clan system etc.) > Well this would be accomplished by having 4 sets of areas.. Like for planets in a solar systme.. or four continents.. right? > Magic must be transportable from one place to another, however > realm-specific magic I don't mind. > Do it by limiting magic based on area.. and maybe shift commands or something if you want it to seem different yet not require relearning or something? > I would like to have them connected by gates, and only very > specific, obscure combinations to open them. This would seem easy.. > > No communication between realms. Harder.. but create some new channels that check the user's area and send the output only to people in the area. > > You should be able to enter the mud through one port, be met > with the same butler program as we do know, however, it should start > the mud after that. > Just have the mud remember where the player rented (at which 'butler') and return them there when they enter the game. New players could go to a fifth place for player orientation. > I was thinking which way would be easier? And obviously more > upwards compatible. > > There are two ways that I can see of doing it. > > 1. Setup the butler program so that it sends the player to the > realm. (Ergo, there will be four seperate versions running). > huh? > 2. Modify the stock-circle so that it is a constant > through-out the rest, and uses tables to decide where that player is. > Also using bit-vectors and the like to set up specific realm rules. > (Although magic should be the same thorough-out.) > > Maybe just use the zone#? > Anyone ever try to do this? > I am creating a world based on planets in an area of space. Each planet (ones with populations anyway) has a seperate monetary system, production, consumption and governmental/social structure. I suppose this could be compared to your idea.. at least what I think the idea is.. > Anyone ever succesful? > Hmm. Ask me in two years.. :) -- http://www.polarnet.com/Users/gbarnett/ -- telnet://mud.polarnet.com:4000 +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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