4 ms·
Roguelikes tend to have a text-based map, like: you have a location on an X-Y grid; some cells of the grid have walls and things. Also, time moves forward at yo
by fennecfoxen 6y ago
Roguelikes tend to have a text-based map, like: you have a location on an X-Y grid; some cells of the grid have walls and things. Also, time moves forward at your own pace.
MUDs vary widely, but typically operate by discretizing things into "rooms", often with description in writing rather than as a map layout; the various "rooms" form a graph. If you've played Colossal Cave Adventure, like that (but with fewer puzzles and more combat). Also, time moves forward at the server's preferred pace.
- munk-a 6y agoTo clarify I think you mean roguelikes have maps where the character is the size of a pixel of map information - so you can't stand in a position that only partially overlaps with the position you previously stood in... all game forever (probably?) will have coordinates the big difference is how substantial that coordinate system is compared to the size of the player... having pixel sized players makes a lot of stuff really easy like detecting drowning by seeing if the pixel you're in is flooded - but it's really unimportant on a gameplay level... it just simplifies the tech needed to build out the engine.
- fennecfoxen 6y agoNo, the thing I wanted to highlight was that often MUDs do not have coordinates. There are (player-entity -> room) associations instead: more of a graph than a representation of space.