October 1999
- DIVE Holly Sommer
- Admin: Kanga.Nu is going down for couple hours J C Lawrence
- ADMIN: We should be back up now J C Lawrence
- Admin: Archive updates J C Lawrence
- ADMIN: DevMUD is closing J C Lawrence
- ADMIN: Explanation of DevMUD vs MUD-Dev and a minor note J C Lawrence
- ADMIN: For those with an interest in patterns J C Lawrence
- ADMIN: Kanga.Nu Library -- first edition J C Lawrence
- weather Matthew Mihaly
- weather Mik Clarke
- weather Matthew Mihaly
- weather Greg Miller
- weather Matthew Mihaly
- weather Greg Miller
- weather Martin Keegan
On Tue, 2 Nov 1999, Greg Miller wrote:
> Matthew Mihaly wrote:
> > I think you'd kind of have to set the data manually anyway though, unless
> > you just defined the base weather statistics as being the same for each
> > environment type (so maybe all deserts would have the same weather, etc).
> > There are less than 100 areas in the game though, so setting it by hand
> > isn't a big deal, and it's just a one-time job.
>
> Well, what I was thinking was something along the lines of using an
> area's position in the world to generate some base climate numbers...
> with colder areas near the poles, higher humidity along coastlines, etc.
> It's an oversimplification, but probably Good Enough for most uses. As
> you said, tho, it's probably not to hard to just enter data manually for
> each area.
In a location-based mud, which is most of the text-based ones out there,
one basically HAS to have a per-location weather-class setting for any
decent weather system. Weather can be used to great effect to enhance a
mud's verisimilitude without sacrificing much in coding, complexity or
player annoyance.
The crucial thing is to have interesting atmospheric messages for when the
weather status changes. To get this right you'll want a parameter in the
weather class which says if, whilst indoors, you can sense the weather
changes going on outside, or whether you're too far indoors to notice.
Players really appreciate this level of non-intrustive detail and colour.
When you have them going to the desert or the poles to watch the cool
sunrise message, you know you have won.
Mk - weather Greg Miller
- weather Martin Keegan
- Alternate Character Sets (Telnet Question) Chimera
- Alternate Character Sets (Telnet Question) Travis S. Casey
- Alternate Character Sets (Telnet Question) Greg Miller
- Interesting little discussion going on at /. Nathan F Yospe
- Dan Kegel: A few notes on writing multiplayer games J C Lawrence
- Dan Kegel: A few notes on writing multiplayer games Bruce Mitchener, Jr.
- Coolmud Ilya, Game Commandos
- Affect of personalizing cannon fodder mobs Lazarus
- Affect of personalizing cannon fodder mobs Caliban Tiresias Darklock
- Affect of personalizing cannon fodder mobs Matthew Mihaly
- Affect of personalizing cannon fodder mobs Chris Turner
- Affect of personalizing cannon fodder mobs Colin Coghill
- Affect of personalizing cannon fodder mobs Greg Miller
- patents and muds Bruce Mitchener, Jr.
- patents and muds Sellers, Michael
- patents and muds Mik Clarke
- patents and muds Cynbe ru Taren
- patents and muds Joe Andrieu
- patents and muds Koster, Raph
- patents and muds Cynbe ru Taren
- Pueblo Par Winzell
- Library updates J C Lawrence
- Pueblo Mik Clarke
- patents and muds Richard Bartle
- patents and muds Scott Boding
- patents and muds Caliban Tiresias Darklock
- patents and muds Joel Kelso
- patents and muds Caliban Tiresias Darklock
- patents and muds Mik Clarke
- patents and muds Mik Clarke
- Cannon fodder mobs alternatives Aaron
- Patent problems Richard Bartle
- History of online gaming Koster, Raph
- historians Matthew Mihaly
- historians Laurel Fan
- historians Matthew Mihaly
- historians Laurel Fan
- historians Philip Loguinov -- Draymoor
- historians Matthew Mihaly
- historians Marian Griffith
- historians Mik Clarke
- historians J C Lawrence
- historians J C Lawrence
- historians cg@ami-cg.GraySage.Edmonton.AB.CA
- historians Matthew Mihaly