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<H1>[MUD-Dev] Re: Introduction</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Introduction</LI>
<LI><em>From</em>: Mik Clarke &lt;<A HREF="mailto:mikclrk#ibm,net">mikclrk#ibm,net</A>&gt;</LI>
<LI><em>Date</em>: Tue, 08 Dec 1998 22:20:34 +0000</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Caliban Tiresias Darklock wrote:
&gt; Mik clarke wrote:
&gt; &gt;Text based ones with autonomus mobs, as opposed to mass simulations or
&gt; &gt;3D graphics extravganzas.
&gt; 
&gt; YES! Cool! Another one! And here I thought I was alone.

*grin*. 
 
&gt; &gt;I feel there's a lot of life left in text
&gt; &gt;based interfaces and that they give the best return on effort.
&gt; 
&gt; Since I've recently come to a tentative agreement with a text-based game
&gt; author on resuming development of his game, I'd have to agree. We're still
&gt; talking price, but we're pretty committed to bringing the game back.
&gt; 
&gt; Now, agreed, you have to be pretty nuts to try and port a DOS real mode
&gt; single-client game to the internet... but I never claimed to be sane. At
&gt; least the networking is trivial. ;)

Sounds good. If you're looking for insiration, I've got a
single-adventurer program engine written in Java.  Adventures are
written in HTML like files, should be able to play them off of the web
(if I can persuade Netscape to run it).  Mean while it runs in
application mode.  You can find more details and a download (along with
half an adventure) at:

    <A  HREF="http://www.geocities.com/SoHo/Cafe/2260/explore/expweb.html">http://www.geocities.com/SoHo/Cafe/2260/explore/expweb.html</A>

It's more for the numbered paragraphs type of adventure, but you can get
some fairly sophisticated results with it.
 
&gt; &gt;They
&gt; &gt;also tend to give far richer games than most of the graphical ones I've
&gt; &gt;seen.  Good text is fairly easy to do, but good graphics?
&gt; 
&gt; Depends on your definition of "rich" -- some people think looking good is
&gt; plenty rich enough, no matter what the game itself is like. Many of those
&gt; people have money and will spend forty bucks on a game because it looks
&gt; good. As a result... lots of very pretty games that suck come out every
&gt; year. That also means I don't buy many games, and that I don't find fancy
&gt; graphics appealing.

Yeah, pretty but shallow.  Unfortunately when it comes to amatures (like
most mudders), the result tends to be ugly and shallow (but with
promise).  I like the brevity (and low bandwidth) of text and the
pictures a few sentences can draw in peoples imagination are better than
any sort of artwork that can be producted as fast.

Mik
-- 
<A  HREF="http://www.geocities.com/SoHo/Cafe/2260">http://www.geocities.com/SoHo/Cafe/2260</A>


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<li><strong><A NAME="00947" HREF="msg00947.html">[MUD-Dev] Re: Introduction</A></strong>
<ul compact><li><em>From:</em> Caliban Tiresias Darklock &lt;caliban#darklock,com&gt;</li></ul>
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<LI><STRONG><A NAME="00931" HREF="msg00931.html">[MUD-Dev] Re: Introduction</A></STRONG>
<UL><LI><EM>From:</EM> "Caliban Tiresias Darklock" &lt;caliban#darklock,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: mud client development systems</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00958" HREF="msg00958.html">[MUD-Dev] Re: mud client development systems</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 13 Dec 1998, 07:12 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00915" HREF="msg00915.html">[MUD-Dev] Re: Introduction</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 07 Dec 1998, 04:43 GMT
<UL>
<LI><strong><A NAME="00929" HREF="msg00929.html">[MUD-Dev] Re: Introduction</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Mon 07 Dec 1998, 21:14 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00931" HREF="msg00931.html">[MUD-Dev] Re: Introduction</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 07 Dec 1998, 22:03 GMT
<UL>
<LI><strong><A NAME="00943" HREF="msg00943.html">[MUD-Dev] Re: Introduction</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Wed 09 Dec 1998, 07:15 GMT
<UL>
<LI><strong><A NAME="00947" HREF="msg00947.html">[MUD-Dev] Re: Introduction</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 09 Dec 1998, 07:59 GMT
<UL>
<LI><strong><A NAME="00973" HREF="msg00973.html">[MUD-Dev] Re: Introduction</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 16 Dec 1998, 05:28 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00934" HREF="msg00934.html">[MUD-Dev] Re: Introduction</A></strong>, 
ApplePiMan <a href="mailto:ApplePiMan#aol,com">ApplePiMan#aol,com</a>, Tue 08 Dec 1998, 01:37 GMT
<UL>
<LI><strong><A NAME="00945" HREF="msg00945.html">[MUD-Dev] Re: Introduction</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Wed 09 Dec 1998, 07:15 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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