mud/notes/DAYDREAMING.txt
2026-02-07 09:45:48 -05:00

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i like to imagine blending concepts with a MUD, interactive fiction, text
based adventures.
so in one part it's moving around like you are in a mud, room names, short
description perhaps, long description perhaps, and a little ascii
representation that perhaps renders on the left or right or above or beneath
room description and available exits
however, i love what trenton gave us. the ascii worlds that update on
movement/look and have you centered in them
i love the math of the combat, you could understand damage with percentages as
a function of your powerlevel, which was also your health. stamina emptying
also had you passing out, iirc. tbh i dont entirely remember how it worked. im
actually quite fuzzy on it atm
let me type some of the combat commands
punch right/left [target, not needed if u have an active target aka in combat]
roundhouse [target]
dodge right/left
duck
jump
parry high/low
you might see:
jake arrives from the west
jake pulls back his right fist
this informs you that you had better parry high or dodge left
parry high was roughly needed.. in a small window.. not RIGHT away, and not too
late
all commands took time so you could just parry high .9 seconds oto early and
then instnatly fire it agtain, yhou had to fail the parry first or something
we will honestly have to tweak all tthese timings
---
so i said we're on an ascii map, that was earth
you could travel around earth and find mobs to find
if your powerlevel was 100
and you fought a mob that had the same pl let us say, you could earn no mopre
than 10 pl from then, 10%. but if you were 1000pl and killed a 100pl, you
wouldnt gain 10%, the function doews account your actual power level too
(diminishign returns i guess idk, means yhou gotta move on and fight more
p[owerful mobs)
what i really want to think about though isnt all these details from ONE dbz
mud i played
but, the.. framework to suport:
ascii mobs, combat, that kinda stuff
tweaking it, expanding it, etc