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Old 08-18-2002, 08:26 PM   #2
Alexander Tau
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Join Date: Apr 2002
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That is called 'Dynamic Rooms' and is a good idea that does not get used much. The main problem is time, if you want to have 4 different seasons then you need 4 rooms rather than just the one.

There are more subtle versions, even a few lines changeing with the seasons is a nice touch. If the Mud makes good use of color that can also be used to show the differences.

The first thing that is really needed is a weather system, if it provides a nice variety of conditions the rooms can then reflect that. If you are interested in a somewhat abstract example here is something I did on a game a while ago.

When it rained for example I had a master control room that would take the description of a room that had rain and randomly add some splashes of blue. Light rain would mean 1-2 little bits of color, a long heavy rain could eventually turn almost the whole description blue. Since blue text is not that easy to read it provided a simulation of lower visibility during the downpour.

This was done on an LP Mud where you could easily grab and manipulate the room description on the fly. It would only last until the next reboot so it was not permanate. Not all codebases allow for this sort of flexibility but it did make the place seem a lot more dynamic than most.

A.T
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