[gopher] This game I have been working on might be of interest to Gopherites...
Mateusz Viste
mateusz at viste.fr
Mon Feb 9 09:36:07 UTC 2015
I am not visually impaired, but I totally agree - reading this 'pseudo
retro' font is a real pain for me as well.
Other than that, the project seems cool, and even quit advanced
technically. Nice idea!
Mateusz
On 09/02/2015 03:45, James Mills wrote:
> Holy hell Kevin you can write!
> (PS: I don't enjoy reading looong articles/messages!)
>
> One thing; please pick a better/different front on the Web UI.
> (Being visually impaired reading that font it quite hard!)
>
> Not really sure what the "goal of the game" is as such
> perhaps you can give a quick run-down of what to expect?
>
> Look forward to BETA codes.
>
> cheers
> James
>
>
> James Mills / prologic
>
> E: prologic at shortcircuit.net.au <mailto:prologic at shortcircuit.net.au>
> W: prologic.shortcircuit.net.au <http://prologic.shortcircuit.net.au>
>
> On Mon, Feb 9, 2015 at 11:49 AM, Kevin Veroneau <kevin at veroneau.net
> <mailto:kevin at veroneau.net>> wrote:
>
> Hello fellow Gopherlings!
>
> I believe you might have recalled that I brought up and we all
> briefly
> discussed the possible development of a MUD made by us Gopherians.
> Well, long
> before I even had such an ill conceived idea that would ultimately
> never come
> into fruition. I was working on a Massively Multiplayer Online Hacking
> Universe Game, or shortened to just MMOHUG. You won't find this MMO
> genre
> type anywhere yet, as I am hoping that mine will be the first to market!
> Although I have been working on it since 2012, and it has gone through a
> couple complete redesigns, I feel that now the game is taking the right
> direction. Originally, it was going to be a web-based game, but I
> noticed
> that this market was already crowded and noticed the vast
> inferiority of web-
> based games in general. In order to build real-time apps and games on a
> website, you needed some rather complex code, both in the front-end
> and the
> back-end... This led me to rewrite the game completely using standard
> stdin/stdout terminal programming in Python. This version of the game
> actually came along ways until I realized how it wouldn't scale very
> well.
> You see, each user would log in via a standard telnet connection,
> and telnetd
> forks the actual application I wrote. For each connected player,
> the amount
> of resources grow! If I really wanted to take the game into the MMO
> type
> category, I needed to slim down the server component alot!
>
> Now the server side is entirely written and listens on a TCP port
> directly,
> no forking needed. I wrote a couple threads to manage some in-game
> stuff, but
> that's about it. The game currently is about 10MB of RAM when idle,
> which is
> pretty good. Each new connection doesn't increase the total size by
> much, as
> each player's persistent state doesn't take very much memory or
> resources.
> This also has the benefit of me being able to write a custom telnet
> client to
> make the game more appealing to those who don't want to use telnet,
> or my web-
> based terminal app.
>
> Anyways, the point of this message is that, I believe this type
> of MMO/MUD
> game would appeal to most users of this mailing list. It's a very
> technical
> game overall, and mostly fiction, but with some real-world elements
> to make it
> feel real enough for people who haven't hacked before. By far, it
> feels way
> more realistic then that crap Ubisoft released last year, what's
> what game
> called again....
>
> I personally like a hacking type game with a nice barrier between
> fiction
> and reality. This is the type of atmosphere I am building with
> Hacker's Edge.
> The game feels real, and makes you actually feel like your hacking into
> computer systems, but is purely fiction. It uses real-world
> elements, like
> IPv4, DNS, SMTP, and other popular Internet technologies. Many
> commands which
> are used by real hackers are also used, but watered down to make it easy
> enough to pick up and play without feeling tedious. Most commands
> like "nmap"
> and "nslookup" require a good amount of research to understand their
> many
> options. Hacker's Edge uses such commands, but they aren't as
> complex, so the
> player doesn't need to enter in a dozen options everytime they want
> to map
> ports on a remote host.
>
> The game is going into closed beta soon, so that I can get people
> to test
> out the commands and the general feel of the game to give me their
> feedback.
>
> One of the games highlights will be user created content in the
> forms of
> real functioning binary applications that run within the game
> world. The game
> will include a compiler for a somewhat simple to use and understand
> dialect
> that gives players the ability to hook directly into the game's
> engine to
> create new types of servers and hacking programs that can be sold to
> other
> players using the in-game economy. In my last implementation of the
> in-game
> coding, the dialect was very close to assembly language, while this felt
> really realistic, it was too complex to just jump into for most
> players. I
> first attempted to build a high-level language on top of that, which
> compiled
> into the in-game assembly, but that was too limiting. This new and
> final
> version of the game will include a programming dialect that is easy
> to use and
> understand, yet powerful. Using this, it should be technically
> possible to
> build in-game Gopher servers and clients. While no in-game apps
> will have
> access to the real Internet, apps can communicate using the in-game
> simulated
> network.
>
> Anyways, for more information, you can visit the game's homepage
> in the HTTP
> space here: http://www.hackers-edge.com/ If there is enough
> interest from the
> Gopher community here, I may consider setting up a Gopherhole for
> the game as
> well, so that all the same information from the HTTP version can be
> accessed
> from Gopher as well. However, you can currently view and post into
> the forums
> from within the game using the +bboard, +thread, and +reply
> commands. Hooks
> into the HelpCenter will also be added soon too.
>
> I am planning on distributing Beta invite codes very soon, so do
> let me know
> if your interested and I will send out a few codes onto this mailing
> list.
> Each code is a one use code, so take them before somebody else
> does. I am
> limiting initial access to consider performance and overall server load.
>
> Best Regards,
> Kevin Veroneau
> gopher://gopher.veroneau.net/ <http://gopher.veroneau.net/>
> Telnet: veroneau.net:5199 <http://veroneau.net:5199>
>
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