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Re: Talker-ization of MOOs
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Date: Tue, 16 May 1995 15:15:32 PDT
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From: StarDancer <samael@clark.net>
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Content-Length: 1687
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Content-Type: TEXT/PLAIN; charset=US-ASCII
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In-Reply-To: <199505151500.AA263440010@pippo.sm.dsi.unimi.it>
On Mon, 15 May 1995 dsi.unimi.it!aprile@yggdrasil.com wrote:
> The symptom of talkerization is: about 60% of the logged on users
> simply stay in room, usually the default .home . No matter
> how many areas you design, they just stay there.
>
> So, do you have similar problems ? And, how do you solve them ?
Well there're a couple Things as a use I'd kinda like ta mention:
1) 'Less you played a lotta games like Zork or other text adventures,
it's kinda hard ta find your way 'round a MOO. Also try ta keep
paragraphs down ta 5-6 lines, bigger blocks 're harder ta read.
2) Think 'bout 'portin over Carrot's compass, which c'n be got from
parcftp.xerox.com I'm *totally* lost inna MOO without that thing
(Tho there *is* a bug in :@rose, which I fixed a while back, e-mail
me if you wannit in your MOO.) IMO this thing sh'd be in
$player.features, 'long with a basic social package.
3) You mite also wanna import Carrot's color_utils, which give you a
way a addin ANSI graphics an don get inna way for people who can't
use a translation table. Face it, 1 block a text looks a *lot*
like 'nother block a text. (color_utils is a work in progress,
but it mosly works, take a look @ *color @ Lambda sometime.)
That's like my $.02, I don rilly get any sense a space in MOOs 'cause
the rooms're jus points. I usuly use @go, or @join ta get ta places.
Since I startit proggin in assembly fairly early, I tend ta see space
inna computer as lookin like a rilly *long* string. You can divide it up
an make it *look* like it has any # a dimensions, but there's rilly only 1.
-->Cori
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