FurToonian Building Code
This code is not meant to be an absolutely rigid law; there are,
no doubt, reasons for the lack of ObvExits, short or nonexistent
descs, and/or blank exits--on some rooms. However, public
building is, on the whole, an almost formal affair. People new to the
MUCK, who are considering characters, walk through our public areas
to get a feel of how good our MUCK is, and if they want to be there.
Good building in those areas is imperative if we want new players! If
you walked into a MUCK where no public rooms were desced beyond "This
is a street. There are two exits.", would you want to stay and get a
character? For this reason, public building must follow a few simple
rules. These are the same rules that will be used in making decisions
in terms of granting public exits, and new public-room areas.
[Note: People who already have public areas linked to
the MUCK who have already had them approved need not
worry about this code. You have built up to standard or we
would not have given you the @quota in the first place. If you add
new areas, however, you are expected to keep the code in mind
while you build.]
The Basic Rules o' Building (tm):
- The use of Obvious Exits (@succ here=@393 or
@succ here=@1393), or some similar exit-marking
program. You can also put a list of the exits in the room
description or on a sign, but there must be some easy way for
people who've never seen your areas before to find their way
around, and especially into and out of your
work. If you want people to see the wonderful things you've built,
you have to make it easy for them to get into and through! Mazes,
and places where the point is that the explorer have a
hard time getting through, don't need to do this, but for
apartment complexes, forests, and the like, it's a definite
necessity.
- A complete description. We've all seen the private
homes whose owners have desced them "This is the bedroom. There's
a bed and a TV." Does this impress? No. A complete
description does not have to be a long one, but it does
have to answer some questions about the room you are in. The MUCK
is a world made completely of text; the less text you use, the
smaller and more dull your world is going to be. What
colour are the curtains, the carpet? What's on the tv? Is there a
pet? A door? What's the layout of the room? Is there a window?
What's the atmosphere like?--is it cosy, scary, neat,
messy? A complete description aims to create a picture of the room
in the mind of the explorer--the more decorative, and descriptive,
the better, and the more your explorer will like your work.
- Described, @succed, @failed, @osucced, and @odropped exits.
I'm sure you hate going through these messages on every exit you
make, just like I do. However, remember the cardinal rule of
building--you are making an area for others to see,
understand, and enjoy. If you want to make an area for yourself
and no-one else, then you can put it in an apartment building--but
you're selling yourself short. If you have a public area, you're
building so that people will walk through your stuff and go
"Oooooh! That's NEAT!" People will have a much easier time
exploring if you describe your exits so that they can tell where
they are without having to look at the room eight times. In case
you haven't noticed yet, exit descriptions are good places to add
clues to mysteries, little details in the building, and even the
occasional bad joke. :) They also make your building look
thorough--like you took actual time to do it, rather than just
plowing through six rooms and quitting. The @succ, @fail, and
@odrop messages are there to add to the atmosphere of the MUCK. It
makes more sense to see "Ginger walks in from the street outside."
than to see just "Ginger has arrived." It looks better, and helps
you envision the room you're in. The MUCK is a world of
imagination--give it the help it needs to become real, and add
those little details. They make a world (pardon the pun) of
difference.
- The proper environment room. Most people get this one right,
but occasionally you'll get a down description of "You look
further down into the water." in a street room, and occasionally
you'll get some wierder things. Remember to make all things in an
environment room that you create just as complex as you would in a
"real" room: make an "up" and a "down" exit, and describe, @lock,
and @fail them, and make those "n;s;e;w;ne;se;sw;nw" exits unique,
or at least interesting to encounter. And use all the
names! People do type "north&qu ot; once in a while. :)
- LINKED exits. I've ranted about this before, and I
will do it again: "blank" exits used for "actions" in a room
must be linked to $nothing. Anyone, not just the
owner of the action, controls an unlinked exit. Other people can,
and will, steal these exits, and you will never know, and
your details, and all your work, will be lost. It takes one
command--"@link <exit>=$nothing", and @succ
messages can still be used on the exit--when you successfully use
it, nothing happens, and only the @messages are displayed. (@succ,
@osucc, @fail, @ofail, etc.) For more information on this, look at
the "help" under @succ, @lock, @link, @fail, and exits.
- The proper flags. Unless you are planning to give your entire
area to another player, setting your rooms, or indeed
anything "c" (chown_ok) is not a good idea. You
will wake up one morning with a lot more @quota, and one
land mass missing from your @owned list, after someone walks
through and @chowns all your stuff. And, unless it's your bedroom
or something, or a very common area, you will be unable to prove
that it's your stuff, and not that of the person who @chowned it.
Don't set anything you want to keep, and
especially not public building, chown_ok.
Some notes on other building-related subjects:
- Obtaining exits to public places. If you want to link your
dream area to a public place, be sure to have something finished
before you ask your friendly builder wizard for an exit. Unless we
can see that your building holds to the standards we've set up (to
keep your MUCK a clean and beautiful place we can all be
proud of), we will not give you the link. Even just one room is
enough for us to see; it will save a lot of time and trouble if
you build that one room first, and trust me, the exit will not be
given away while you build. Just page or page #mail a
builderwizard (Calico, Ginger or Tabyathe) with the database number
of your sample room, and, most likely, the minute we hear of it
you'll have your exit, all linked and ready for business. Be sure to
describe it! :)
- [A note: You can build without having an exit
linking you to the rest of the MUCK. Just type "@dig
<roomname>", and then @link an action from yourself
to the room by "@act myroom=me", &
quot;@link myroom=<db# of new room>". Rooms
created in this way are called floating rooms until they get an
exit to the MUCK in general, and are permissible for
building-in-progress.]
- Apartment complexes or large buildings. I'm sure you've
realised by now that we're a small MUCK. We have about 2200
players, and most of them live Inside the Base of the Tree. When
building your huge, sprawling dream apartment complex,
please remember that there will, most likely,
not be 200 people to fill your vast edifice, and what you
will end up with is 180 unlinked exits, which will drive your
friendly neighborhood builderwizards frantic, and take up database
space, increasing bloat (and lag!). This doesn't mean you can't
eventually have 38 billion rooms. Just wait till, say,
the first 20-30 are filled up, and then add a couple more floors.
- Places which are "not public". Anything in those
aforementioned apartment complexes; anything which is labelled "'s
Bedroom", anything not meant for Guests to walk through and
explorers to examine is "not public". These places should be
either in the apartment complexes or somehow @locked off from the
outside world, so that Guests don't get in and wonder why there's
no desc. (Not that I think you'd want Guest in your bedrooms! :)
Non-public places do not need to follow the building code, and can
be as intricate or as sloppy as your little heart desires.
Floating rooms, until they are linked, are considered non-public,
no matter what their eventual use. (So you don't have to panic and
finish all your building before you can link it, just because it's
going to be public.) A note: Public spaces that have
already received their link but have yet to be completed should be
@locked at their entrance until their completion and grand
opening, to prevent Guests/explorers becoming disgusted and also
to keep the secret properly.
- Geographic continuity. Most of the MUCK has managed to
maintain this; some parts have not, however. Anyplace public, like
South or any of its connecting Streets, is expected to be, on the
whole, geographically correct, in north-south/east-west
orientation at the very least. Since so many people have requested
huge areas of land for forests, great plains, and the like, South
Park has been made into a preserve for such people; South Park is
magical, and is not geographically correct, so that everyone may
have their public forests. Cartographers beware.
- Train linkage; public accessibility; KahzKab links. To get
these, your area must be a major point of interest, a
major intersection, or somehow worthy of the time and trouble it
takes to set up such a link. Train stations in particular are very
difficult and time-consuming to set up (and, as the programs
involved use ownership protocol/commissions, can only be done by
Tabyathe), and should not be considered an infinite/free commodity.
KahzKab exits are easier to make, but are not frivolous. We will
not link bedrooms, private residences, or apartments to the
KahzKab, no matter how popular they are to visit. Set these areas
Link_ok, and let your friends make exits to them.
- Links to public areas. The Town Square is completely full of
exits out, and that counts for exits in as well. There
are no exits being given out directly to Town Square, the
Tree House, anywhere along South, Cairn, Bates, Aris, or any other
public Street, or any of the public wizard-owned places. It is not
fair for you to have such an advantage in getting to these places,
via mirrors/portals in your own homes, or personal actions, while
others walk. Exits off of these areas are allowed as
space permits. We are not putting in any unexpected lakes,
mysterious portals or trapdoors, or hovering doorways in the
streets. Don't even ask. We will not be putting in "nne", "sse",
"nnw", or "ssw" exits along the streets until ALL the street exits
are filled up; this is in no danger of happening.
- The "building police". Just so you know that we builderwizzes
are just as fallible as you are, you do have an opportunity or two
to show us up. If you spot any problems in public
building (such as mysterious unlinked exits in South Street, or
descriptions in the rooms of buildings that aren't there) that
belongs to a wiz, it's your duty to page/page #mail yon
wizard and tell them to clean it up. It's also your treat, too,
because this is your way to get back at us. :) Besides, we hate to
be hypocritical, and it's only right that we follow our own
advice.
- The future. We have, at last count in February 98, 712 unlinked,
unused exits. We have several unlinked, floating, undesced rooms,
and about 8,000 old, unused objects. Typing "@find =EU="
will locate your unlinked exits, and if you ask the wizards can
find your unlinked rooms. @recycle these, and make the world a
better place. If they continue to exist, and multiply, unchecked,
the builderwizards will take it upon themselves to @recycle them
with at least one warning, of course--and will not be responsible
for whatever personal plans they ruin with their @recycling. Exits
that look useable and/or important will be linked to $nothing;
rooms with descs will be attached to apartments in a complex of
the wizards' choice; anything else will be removed. Some of these
exits have been around for months, and unused, and the practice of
stealing unlinked exits has been around just as long. You've had
plenty of time to @link them yourselves, and lots of warning.
[This Building Code applies only to the MUCK of FurToonia
and is current as of 14 February, 1998.]
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