At 09.33 20/08/98 -0400, you wrote: >Well, maybe this sounds stupid, but I have seen several non-circle MUDs >where they have a huge world, most of it forest and grassland and things >like that. The zones are generic, usually just a bunch of interconnected >rooms with the same bland room description, but it really makes the game >feel more realistic. >>>[more follows] The solution we have chosen on our Mud is to create a wilderness zone (outdoor) to which you connect the "dungeon" zones (cities too). The outdoor zone is graphically displayed with a bird-sight point of view. I personally don't like Muds with a lot of interconnecting rooms, with always the same text description and nothing to do. With a good design, you can give to your player a more "geographical" world to move around. And obviously, is really simpler for you to make changes to this world. Just my two cents Carlo Mocci - mocci@tin.it Kabir Coder of Dalila MUD dalila.shopitaly.net 4000 +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/15/00 PST