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Some commands, like forage now, and hunt, mine, chop, plant in the future, require information about the terrain so that different sites will give different results. Two alternatives to this have been put forth, a grid area which is basically a very large number of connected squares which define the world. Second is that each regular mud room is given a certain terrain type. A third idea is proposed here.

Area definition

An area will contain some amount of information, about what and how much terrain it consists of, its WeatherClimate?, its resources (Flora/Fauna/Minerals) and possibly special features. Each room and/or domain in the Mud can then be assigned to one such defined area. For example: Tolnedra could be assigned the area TolRiver?.

TolRiver? example

What can it be used for

The area allows a player to perform actions such as forage and have results depending on the area it is performed in. It allows wizards to better define different areas of the mud having different properties. It goes away from the room based system without the requirement of a grid-world.


Actions which are performed in areas consume GameTime from the player, thus limiting how much a player can do, thus avoiding scripts etc.



-- PumaN - 04 May 2006

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Revision r1.1 - 03 May 2006 - 21:57 GMT - PumaN
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