Picking the exit is now easier with the new options for rendering the exit string (which I suggested to Turian precisely to make detection easier). The new roomshort option helps a ton as well.
The main issue I have is how to uniquely identify the room. Mudlet includes a way to generate unique IDs (or you could easily code it yourself), but you are always left with the problem of knowing if a room is new or not when you step into it. Other MUDs solve this problem by providing coordinates and an unique ID or room hash through a data layer like GMCP or MSDP (or as a render option for the room output). I personally like the hash better because it makes it harder for a human to know where he is in the world just by looking at the id/coordinates (imagine you get blindfolded and dumped in a cell somewhere). The problem is that adding these data to the mud output breaks player immersion (that's why the data layer was developed).
Anyways, I basically gave up on this when it started becoming clear that it was a lot of effort for what accounts to a mildly useful intellectual exercise. But I keep coming back to it and might end up producing something. In fact, I asked Turian recently to consider providing a way to obtain unique room ids in game
Any pointers would be appreciated. My main issues were:
* Uniquely identifying where you are. Sadly we have a lot of wilderness rooms that have only minor differences in their long descs, or have random longs. Tundra for example is a nightmare. I wish the game had an inbuilt wilderness map for these large scale areas.
* Eastup/eastdown style exits. These add a unique flare to Geas but some days I wish these didn't exist. In fact my basic navigation set of scripts already change my interface with the game to get rid of this. (when I press my 'east' key on the keypad, it tries eastdown and eastup if it fails).
* Picking up the different parts of the room (room desc text format is far from reliable). I find it quite annoying for example that the short desc of the room is included in some longs. Or that there is no option to see both the short and the long at the same time on separate lines (maybe something that would be easy to add as a toggle option). Or that sometimes you get a "time of the day" string in front of the room desc.
* The Geas World is not on a fixed sized grid. This means you cannot rely on just geometry and distance to create the map graph, which exacerbates the issue with not having unique room ids.