----- Original Message ----- From: "Patrick Dughi" <dughi@IMAXX.NET> To: <CIRCLE@post.queensu.ca> Sent: Sunday, July 30, 2000 9:35 AM Subject: Re: [CIRCLE] Viability of a Graphical 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. > > I'll give you both. There are actually free graphical 'muds' out > there. That is, there are everquest and ultima clones (the server that > is). They're free, and people run them all the time. Why does this work > so well? > > Well, because they're clones. All the artwork and actual > difficult work is handled by your ultima/everquest client. That's right, > Ultima Online has something like 4 man-years of work towards its > graphics. That's professional computer game artists too, nothing trivial > about em. > > Can you put that much effort out, especially for a hobby mud? Exactly my point. It's not likely to happen. To have that capability, on the other hand, would be nice. And if the setup were similar to Quake 3 maps and whatnot, there is a (small) number of capable people out there to create the levels. Of course, those are tiny, but that's beside the point. > Can you ask that much from your zone builders, most of whom > believe they have a romantic soul that inspires them to build - when most > are about as deep as Andrew Dice Clay limericks? Most of them aren't > prepared to draw as well as write. If they are, would they have the 3-d > modeling skills (or even 2-d) to make the graphics you need? Would > they put in that time without getting paid for it? > > The magic eight ball replies, 'Signs point to "no"'. That's why I thought that CircleMUD, in its traditional form, would not do well when moved into a graphical setup. It would completely alter how the MUD works, because the visual aspect would dump all the text stuff into the garbage. > > 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]? > > On the other hand, I think that a stock circlemud client would be > a great thing to have to give to the circlemud community at large. I > think that if the community as a whole could offer the source & > everything it'd be great. > > If we could co-develop a mud server and a client specifically for > that server, we could probably do a lot better than tagged html-type of > system. It wouldn't be a thing to open a seperate port for client-type > connections, and deal with it like that. Yes, having a second client connection out is not a big deal. A friend of mine who used to help code when my MUD was actually a progressing project helped to put in code (based on some code from RoA) to stream mp3s from a second channel. By the way, that's a terrible idea, especially if the MUD gets big. :) > > 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? > > Sure. There's nothing complicated about telling a client - for > example - to display a picture, or play a song. The only thing that > would/could possibly tax the computer at all would be something like > graphics/sound updates which mostly would be bandwidth limited. > > The issue I get frustrated over is that people assume that telnet > and a graphics pump/server idea coupled using _text_ tags is actually a > _good_ idea. > > Graphics and telnet just don't mix :) Yes, this is true. I'm trying to understand the idea of a MUD protocol, but I haven't gotten any feedback as far as that goes. > > 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? > > > Yeah... well, I wouldn't recommend real-time combat unless you > want to rethink the entire way the entire system works - right now we're > using string-based transactions; "north" "hit troll with sword", etc. > > For real time, you're going to want to use packet-based > transactions. I'm afraid that this would disallow a concurrent > string-based system. You'd also have to think about things like > mud-clients cheating, and protocol security. All sorts of interesting > things. > > Possible? Certainly. Easily doable, no. > > > 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? > > > Gawd I hated RIP based anything. Better no graphics than poor > graphics in this day and age. > > PjD RIP graphics were alright, they did their job on that TriBBS I used to play on. Using RIP now it would seem like taping a Kenwood CD faceplate onto your 8-track player, or maybe the other way around. I'm interested in seeing the client/server stuff discussed more, it might be prove fun to toy with. -Tony +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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