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Old 04-23-2002, 01:24 PM   #1
funkalicious
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I have seen muds with all of these. Builders will often make multicolored objects and mobs if they have this power. Players will make their names colorful and blinky to attract attention. Should the coder let the players set the color, or restrict it to only the builders, or perhaps preprogram colors into the game and let nobody edit them?
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Old 04-23-2002, 02:38 PM   #2
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I'm entirely for MUDs to have enough colour to make them easier to navigate and play.  However, I object to logging onto somewhere that's going to give me a headache

The MUD that I am associated with allows coders to add colour, but we have a policy of not doing so very often, and players can only add colour in certain places.  We also have the ability for you to turn off all player generated colours (saves on sunglasses!

I also find it terribly disorienting to play somewhere where the colours are different on every line, but that could be because I'm not used to it!

Kaea
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Old 04-23-2002, 03:54 PM   #3
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Thumbs up

As long as the colors don't hamper my playing I'm all for color of any kind.
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Old 04-23-2002, 08:22 PM   #4
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as long as there are rules controling the use of color, im all for it, i just dont like to see peeps running around with a rainbow sword of death and then does the care bear stare....*shiver*
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Old 04-23-2002, 08:35 PM   #5
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Tastefully done colors are great. If there is no color i might as well bust out an old monochrome monitor. Too much color might make me dizzy. The trick is to have a nice balance. If that can be done, color can really add a nice dimension to the game.
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Old 04-24-2002, 12:10 AM   #6
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i like color, however the majority of the text (room descriptions, actions and whatnot) i prefer to be colorless.

Muds with all white text really hurts my eyes.
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Old 04-24-2002, 03:23 AM   #7
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Cool

Well, on Seasons of Almadyn we use a term object with variable messages. We allow players to customize colors hp message types of commands, channels, and guild stuff. We have messages types like hp_bar, gossip_channels, mage_channels, say, tell, whisper, shout, help, short_desc, long_desc etc. We don't allow builders to hardcode any ansi into the mud because we feel that it becomes tacky. Colouring words in code like 'red' or 'green' becomes blinding and may vary directly with the client's own colour terminal so we let mortals and builders configure the term object to their liking. There are preset colors, but the term object allows you to overwrite them. Thanks to Leto for that term object and Mojo@SoA for rewriting it to fit our code base. We run on LPC.
~ Grey@SoA
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Old 04-24-2002, 09:25 AM   #8
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We have the preset colors which seem to be adequate for the mud that I code for allowing a range of colors which can be bolded which provides more colors.  

I have to agree with some of the previous posts though, too much color gives me a headache.  A long while back I visited a mud that looked promising in description, but unfortunately everything was in bright blue, with some bright green and bright red thrown in, and I had a migraine and refused to read the screen within 5 minutes.

I do like color, but every single thing does not need to be a color.  I think color should be used to make things stand out, like titles, and that players should be allowed to use color on certain things, like decoration of their eq, titles, and their maincolor preferences.
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Old 04-24-2002, 09:41 AM   #9
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I'd probably agree with Mason's post above : you need a balance.

I've played on worlds that had no color : no problem.
I've played on worlds that had too much color : eye strain!

But if you have a balance - having words that are accented in the room descriptions, certain "flaming" objects that are bright red, it all helps with the entire "experience" of playing on that mud. When you see something in bright colors, it draws your attention to it - it makes it more important, dangerous, or what have you.

I like the idea of having the builders be able to code the colors they want, but the players be able to choose their color level.

On our mud, we have a few different levels : no color, partial color, complete color. That way, the players can decide what they want.

Some mud clients don't support full ANSI color either, so you dont' want to have color viewing a requirement either!

Hoop
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Old 04-24-2002, 10:43 AM   #10
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So we seem to mostly agree that color is good in moderation. Of course, the line of that moderation is still up for debate.

When builders make zones, nine times out of ten they will include colors for the objects, make room descriptions painfully colorful and such, make rainbow swords as somebody mentioned, and make multicolored mobs. Not only that, but the array of color used by telnet can be rather horrifying (thank IBM). Walking through a zone like this can cause severe headaches, cramps, and internal hemmoraging.

Players, if they recieve color, go out on a tangent. They love to make their open chats flashy and colorful. They like to post on boards where they will get attention. They can find many ways to abuse color.

Is it good to let builders and players mess with the color set of the mud? Colors take a large part in the presentation of the mud. Some may view letting builders and players mess with colors as letting builders mess with the presentation. Others may say that color is something of an expression issue, where colors help convey a message, even if it is casually abused.

The bottom line here, is that color is used more often then not as a way to outline what the color-er thinks is important. Its a grab for attention at the least. My opinion is that whatever the person has to say remains of the same level of importance whether or not there are blinding colors to accomodate for it. The great dont make cheap grabs for attention.
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Old 04-24-2002, 10:55 AM   #11
Yui Unifex
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Question

I use colors to relay alot of information quickly, and to help differentiate between different areas on the map.

For example, a map will have color-coded terrain and temperature.  Any players or objects appear as a red background on the map, so that the player can still see what type of terrain that player or object resides on.  Whatever object you currently control appears as a blue background on the map.

So this creates maps that are quite color intensive, if the terrain is non-homogenous and there is alot going on.  But it's almost necessary to convey all of the information without writing my own graphical client.

I tend to think of text as the same way.  If there is an important piece of information (such as a keyword), I like to have it highlighted so that it stands out to players.  Consequently, I dislike "hunt the keyword" puzzles that some muds employ.  But all of this depends on what kind of game you're trying to run.

As for giving players the ability to choose colors, that's both a good and a bad idea.  Within reason, colors can augment a conversation by highlighting and giving a certain tone to certain words.  But 99% of the world will just use it to make flashy annoying messages where the content is lost in the noise.  Perhaps it would be useful to limit player input to one or two color-codes per command, as more is rarely needed.
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Old 04-24-2002, 11:48 AM   #12
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as for me,color scheme is a MUST have for all muds..
It shouldnt be like some freaky-punky stuff though,simply i like when name of area is one color,area desc is other color, items other color,messages another one,and monsters even more color

At least its much easier to play
And also I anyways can always change color of colors ? in my client

So...GO colors, GO !!!!
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Old 04-24-2002, 12:12 PM   #13
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Talking

Quote:
Originally Posted by (Yui Unifex @ April 24 2002,4:55 pm)
...Consequently, I dislike "hunt the keyword" puzzles that some muds employ...

...But 99% of the world will just use it to make flashy annoying messages where the content is lost in the noise.  Perhaps it would be useful to limit player input to one or two color-codes per command, as more is rarely needed.
'Find the keyword' is actually a full valid 'quest' on some muds, it seems; Having to find a certian combo of 'look under the shelf' to find a button (nudge molly ) or 'get hammer' when it says 'a lump of metal with a wooden handle' - as you said, it depends on the kind of game you want.

I've seen way too many examples of unreadable 'who' outputs due to color title spam. Also ingame maps can be incredibly annoying if made with too much contrast.
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Old 04-24-2002, 02:32 PM   #14
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It's best to have several preset color schemes that players can choose.

Failing that, one really good color scheme should do.

Try not to have more than one color per line unless you're highlighting a word, and that I'd only recommend in motd's, announcements, help pages, and extremely emphasized text.

Keep the scheme consistent and pleasing to the eye.

Don't overdo it. Less is more.
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Old 04-24-2002, 04:55 PM   #15
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I have no problem with muds having color, and don't really care what sort of scheme they use. However, there must be an option to turn off colors (even better is if you can select what you want to see in terms of color) for me to even bother playing.
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Old 04-25-2002, 12:43 AM   #16
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i dont see how people woulnd not want colors..... colors are fun.. and make it easy to read after spending like 8+ hours in a mud
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Old 04-25-2002, 02:49 AM   #17
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I'd personally rather have preset color. As a builder, I don't believe I've ever made things differently-colored, simply out of my preferences. The area should speak for itself.

As a player, I only use color in one place if possible, and that's in setting my prompt. That's more out of a habit, though, as the first MUD I played had a nice-looking prompt, very easy to read.
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Old 04-25-2002, 05:51 AM   #18
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I personally like the smaug default colors...and dont intend to change these. But in something like ROM...more color is GOOD! COde bases like rom lack in color..which is a downfall for me.. I want to see some color in a mud I play...staring at a black and white screen is annoing ya know?
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Old 04-26-2002, 03:01 AM   #19
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Smile

I like the idea of colors, but they have to be somewhat uniform and make sense in regards to the area/object/mob they are being used with. And DEFINITELY, as it seems everyone agrees, too much color is a headache and a bad thing. We, being a relatively newer MUD, have alot of younger, newer builders. Everyone does a pretty good job, but when first learning to build, tends to make rooms/objects/mobs with huge alternating colors of every rainbow! Fortuneately our head builder has to approve everything that goes in, and an editting team helps out as well to guide people in what is expected. I don't mind a description in a room (ie forest) being all green with one or two words highlighted, but when everything in the room is colored specially, that can get annoying.

Players can also, in some respects, choose their colors for their titles, descriptions etc. but I find that most will tend to go with what they see around them, if not crazy then they won'ts be crazy, and the few that are, well they are quickly discouraged by those of us playing who complain of headaches. hehe.
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Old 04-26-2002, 04:46 AM   #20
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I, too, don't mind the use of colors as long as they make sense and can go along with what you're doing. I'm currently building an area with a section of forest with green room descs.
What still bugs me to this day is what a builder did on a mud I played awhile ago. The builder picked every putrid color available and then alternated the colors on the eq and in some of the fight progs, which was already bad enough, but then he made a fight prog that BLINKED which was very hypnotizing. By the time I came out of my trance, I was either dead or real close to it. Still not sure how that passed inspection.
Another thing I find shocking is the liberal use of colors in titles. Again, I don't mind the colors, but some people tend to pick the brightest colors available and then alternate them making for a horrifying who list.
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Old 04-26-2002, 05:59 AM   #21
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Quote:
Originally Posted by
Again, I don't mind the colors, but some people tend to pick the brightest colors available and then alternate them making for a horrifying who list.
On that subject, I remember playing a mud where you could make your title look as colorful as you want.  One person made their rank/title so colorful and bright that people started refusing to look at the who list when this person signed on.  It made me go blind right there
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Old 04-27-2002, 01:29 AM   #22
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im 15 i dont get headaches i like lots O color!
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Old 04-27-2002, 01:39 AM   #23
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I dunno, but to me color isn't that big of a deal. I played a really cool CircleMUD for like a year without color, and had no problem. Then I went and played an SWR and said "Wow, look at that color!"

Obviously some people abused it, but it was well regulated, and most of the time the color was applicable to the theme or coding.

Once I went back to the no-color CircleMUD I was at first shocked (Cause all the text and stuff looked so alike and dull), but then quickly got used to it and forgot about color. Mind tricks I tell you!
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Old 04-27-2002, 09:04 AM   #24
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Quote:
Originally Posted by
Once I went back to the no-color CircleMUD I was at first shocked (Cause all the text and stuff looked so alike and dull)
Hehe are you talking about Zephlea? Well, at least you know MY place is colorful

I absolutely love how my modest little post has taken off so well. I hope I helped lotsa lotsa people!
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Old 04-30-2002, 02:29 AM   #25
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Personally, I dislike server-side color, but I find client-side coloring of names and messaging I find important very useful. The builder's idea of what is important to be eye-catching may be different than mine, and I'd hate to have so much color that the bright red person-I-should-be-running-from hue blends in with the background. But as long as you let me turn it all off, I don't care how much color you're using.

this space intentionally left blank
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Old 05-01-2002, 10:38 PM   #26
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Smile

I agree some color is good but it needs to be balanced because when you're like me you have to look at it for hours heh

-- Astin
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Old 05-11-2002, 03:41 PM   #27
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Exclamation

I am one for color in moderation as well. I tend to use the default cuz so many zmud users change their color schemes that is varies but keywords I do use color for and when I am building an area the color for the keywords remains the same.

I have had people complain about areas with waaaaay too much color and refused to come back. I mean an area with all red descriptions hurts my eyes and I wouldn't want to torment my players like that.

I also agree that objects of particular value should have some color but the rainbow effect can get annoying.
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Old 05-12-2002, 03:54 AM   #28
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I mean an area with all red descriptions hurts my eyes and I wouldn't want to torment my players like that.
I would... *evil grin*
No seriously, we have restricted colors mostly to what is pre-set in the code, meaning we use different standard colors on room names, exits, room descs, mobs and object long descs, plus that we allow certain words to be highlighted.

I once wanted to change the room desc colour from green to blue in all 'water' rooms, but one of my co-imps flatly refused and he might be right, too much colour soon becomes an eyesore. And if you left the decision to the builders, you'd end up with a mud looking like a christmas tree, becuase most of them would do just about anything to attract attention (you just have to look at their titles to realise that).

However, we actually do have some red rooms, and the colour there actually IS meant to torment the players. There is a number of Glowing Lava rooms, and those don't only hurt your eyes, they drain you of hp with each tick, so if you stay too long you die.

And there is another red room, the boudoir of a lovesick Nymph, who incessantly spams you with vows of her undying love. That room is a sort of quest - the quest is how to get out of the room and AWAY from the irritating female, muhaha.

Otherwise, what I like most with colours is that you can use them to create 'illusions'. You can make mobs that look exactly like objects and vice versa. And above all, you can make objects totally invisible in a room by using a single { as long desc.

That's what I mostly use colours for. Little quirks like that, not rainbow coloured objects.
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Old 05-15-2002, 11:58 PM   #29
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While I don't allow colored objects (except for restrings or EXTREMELY special cases), our rooms actually ARE coded to all be different colors. While it's a little scary and overwhelming at first, you VERY quickly become accustomed to it - forests are green, water is blue, roads are gray, cities are white - and it definitely gives you more of a feel for where you are, and helps sometimes give a little more insight to where the player is, even when they're not taking the time to (or don't have time to) read the room descriptions.
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Old 05-16-2002, 03:44 AM   #30
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Personally, I like to use colour to separate pieces of information. For example, I might have the available exits one colour, and the description another, the objects another and the mobs yet another. Prompts are a special case - I like making them multicoloured because they help me see the information I want at-a-glance.

What I don't like (really, I detest it) is highlighting colour words in their colour. For example, "The <span style='color:green'>green</span> hilted sword". I already know what green looks like! It gets very garish if applied consistently, too.

Kas.
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