Here I am, roasting away in WAY too warm weather, eating slices of dried apple, thinking, 'I wonder if graphics would be a nice addition to a CircleMUD.' My conclusion? Probably not. My logic in why a graphical CircleMUD (or MUD of any general type) would not be that great lies in the fact that graphics are, well, visual. This means that the creator of a MUD needs to have a fully realized graphical world. It would be a rare event. But the question I ask will not be whether or not a graphical CircleMUD is a good idea, only if it's viable. Think back a few months... Remember the two-day Diku/Verant battle over EverQuest being a DikuMUD derivative? Apparently many took it to be a plausible effect, but a sworn statement from Verant ended the argument. Regardless, I want to see what input you have about adding graphics capability. Especially in these areas: a) the MUD client. Unless there were some proprietary MUD graphics protocol (or MUD protocol in general), each MUD would have to have a completely unique client to handle its graphical needs. What are other options? MXP? RIP[1]? An actual MUD protocol, rather than interpreting stuff after it comes through telnet[2]? b) the MUD server. Would you consider CircleMUD's socket handling and I/O to be efficient and powerful[3] enough to handle the extra information that would be required to make it a graphical MUD? Would you even make an attempt to make it remain a capable text-based MUD? c) the graphics. 2D, like in Diablo? 3D, like EverQuest? 3D, like VRML (hey, it's going to be big, I'm telling you)? How would that affect the way the MUD plays? Would you go to real-time combat (this would definitely destroy it for trying to make it available for text-based as well)? What are some other issues you'd worry about here? d) cross-platform capability. Would you be trying to support clients on Windows, Macintosh, Linux, and whatnot? Would that urge you to write your client in something like Java, or just port the program to each after writing in C++ or another language? Any other point people would like to point out? It would be an interesting pet project to take up. -Tony [1] - Smaug, I believe uses RIP. I used to use RIPscrip (I believe they actually left the `t' off, but I don't know) BBSes. Remember LORD? Is that the kind of MUD you'd make? [2] - I'm not sure I really understand the scope of this. Many have suggested a MUD protocol. I am still trying to comprehend exactly what this entails. [3] - Poor word choice. I'm just saying, would adding information to deal with graphics overload what CircleMUD can realistically handle, the way its telnet handling currently works? +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 04/10/01 PDT