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Perhaps at this point in juncture, I can merely bow out in disagreement ;) ... Your last sentence concerning "offloading enough processing" doesn't really come into play - a telnet client does no processing for what goes on in the MUD server, much like a web browser would do no processing for a simple CGI script.

It also depends on the "experience" you're trying to achieve. Earth 2025 (cited in the original article) is played by thousands of people. Hanzo's Unweb at http://unweb.milclan.com was getting a new signup every second when PlanetDiablo mentioned it rather pathetically on it's front page. (I''ll pathetically ignore the statement of "a thousand people. ooh. how many people play the sims?" for right now).

You're exhuding the "not what people expect, yawn ho hum" sort of attitude. "It's not like a MUD, so phoeey". "It's not like Quake, so phoeette". I (I, I, I) could care less if I lose a lot of time or memory in developing the stupid thing - lord knows how much of both I've wasted on Disobey and Gamegrene.

Concerning your wireless Palm - that's why a core portion of the game would be done in XML - so that it'd be easy to convert to WAP, or whatever else the standard would be when the game rears it's ugly head. I've been drafting various ways of integrating the game with other technologies - using Jabber to hook into instant messages, SOAP to talk to different servers (in a peer to peer-ish way), and so forth...

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