I'm experimenting with a nifty concept in my latest project (which basically consists of a series of nifty experiments.) I don't want to deal with the constraints of assigning each room in the MUD a set of spatial coordinates, for figuring out distances and things, so for shouts, I decided to simply make it broadcast to everyone in the same "region" (regions being fairly small for this purpose... a single house, a graveyard, and so on.) But when I was building the first region (a rural Catholic church), I came up with the idea of making it so that if you play a song on the churchbells, it would broadcast to everyone in the church, the churchyard, and surrounding regions. Then I came up with the auxiliary idea of making it so that if you go up to the belfry and shout something, it would be similarly broadcast.
A little while later, I was adding the confessional, and it occured to me that although the priest and penitent have separate alcoves, things said in one should be able to be heard in the other... since this was somewhat similar to the previous idea, I thought it would be nifty to make a general system to handle both. Therefore, acoustic properties. Each region and room can have specific instructions for what happens to things that are said, whispered, and shouted. Indoors, in buildings with thick walls, shouts might just travel to the adjoining rooms and perhaps rooms adjoining them, whereas outdoors they may bbe carried to everyone around. In a noisy room, it may be impossible to hear anything EXCEPT shouting. In a narrow stone corridor or high vaulted ceiling, anything said aloud may echo all around. If you want to get a message to everyone, shout it from the rooftops... literally!
Jun 8 2001, 6:38 pm