Re: Superfluous rooms (was: Gameplay theory: leaving object behind..)


Wed, 20 Sep 1995 12:29:33 GMT

In article <43mc9m$jds@nic.lth.se>, Magnus Olsson <mol@marvin.df.lth.se> wrote:
>In article <DF1DxJ.MvI@eskimo.com>, Erik Hermansen <daedulus@eskimo.com> wrote:
>I think you'll have to think about what you're trying to create:

Really it'd be just a gimmick.

These generated places aren't intended to be visited. But they would be
just detailed enough that if the player entered into one it might take
some effort to figure out it was a nowhere place to be. The player would
be forced to pay attention to clues that would guide him to useful locations.

The programmer wouldn't make 400 rooms or anything like that. There
would just be some templates for rooms. The rooms and their contents
would be generated randomly. But since you can use a random number seed,
the locations could be generated consistently.

No, it wouldn't add much to the game at all. It's just a different way
of making a game world seem larger than it actually is and handling the
irrelevant areas of a game.

-- 
*****************************************************************************
When in danger or in doubt, run in circles, scream and shout.

-----------------------------------------Erik Hermansen (daedulus@eskimo.com)