Re: Empty Rooms problem


5 May 1995 02:24:14 GMT

In article <GDR11.95May4185440@stint.cl.cam.ac.uk>, gdr11@cl.cam.ac.uk (Gareth Rees) says:
>
>Tom Ivey <tiv@mail.utexas.edu> wrote:
>> The main 'setting' of the game I'm creating is a vast, rather barren
>> plain. I felt the need to have some sense of travel and some just
>> plain scenery.
>
>Here are some ideas of mine (not mutually exclusive; I'm sure you could
>profitably combine them).
>
> 1. Have a series of plot events that can occur on the barren plain.
> Make sure that these are triggered off, not by location, but by
> *time*.
[Snip]
>--
>Gareth Rees

This would actually work out quite well for what I had envisioned.
Just beginning to understand some of the TADS structure and capabilities,
I've just sort of shut off certain ideas, ones that I viewed as more
complicated based on what I know so far of the language environment, but
this should work out quite well. I'm also implementing movement through
the sky for some of the huge floating creatures in the story. They'll
sort of move around any opensky areas and appear in descriptions of
ground rooms below them.
Thanks for the idea, I don't know why I didn't think of something
like that. I'm still sort of stuck in the 'room = set object and set
stuff', without thinking of just having the game sort of have a bit of
randomness to it.

Thanks again,

Tom