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Old 04-22-2010, 05:44 PM   #6
Milawe
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Join Date: Jan 2006
Location: USA
Home MUD: Threshold RPG
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Home MUD: Archons of Avenshar
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Re: Ideal wilderness versus town sizes

On our newest game,, the world consists of 3 cities on 3 different, massive continents. As Silvarilon postulated, we felt that we needed quite a large number of rooms to simulate the landmasses and the water between the cities. They each have completely different climates, so that also required an increased landmass.

We designated a unit of distance for our pre-generated landmass rooms, but a city only occupies a total of 4 of those rooms. However, you can't have a 4 room city in a mud, so the city itself is on a different coordinate system than the pre-generated landmass rooms. If we had decided to have our city rooms be the same size as our landmass rooms, we would have ended up with a mud that is approximately 14 times the size of the game currently, and with 1.2 million rooms for just the landmass, it would have been completely unreasonable to expect players to be able to explore that.

Creating a differentiation between populated places (cities and dunegons) and the wilderness (landmass rooms) allowed us to create a believable world that had plenty of room for exploration and expansion while still having our full size cities.
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