[gopher] This game I have been working on might be of interest to Gopherites...

Kevin Veroneau kevin at veroneau.net
Mon Feb 9 15:08:21 UTC 2015


Thank you for the great suggestion.  I will have the font size updated after work today.

As for the goal, it's more so an "open world sandbox" with multiplayer abilities.  Missions will be available in the game to complete.  These missions will mimic recent real world hacks, like those on Sony for example.  Where you, the player need to infiltrate a company to steal confidential data and deface them.  It's for people who would otherwise enjoy the thrill of hacking, but would otherwise not do it as it's illegal in almost every country.

It's like how some 20ish year old would play call of duty, instead of joining the real army.  It gives the overall experience, but without the emotional or pain aspects involved.

There won't be some huge story arch(or at least yet that's not in the plan).  The game will focus more on the simulation of a network of computers which can be otherwise hacked into by players.  There's also a social and community aspect in terms of the in-game chat system, so players can easily meet like minded individuals. In the future there will be missions that would require a group of players to perform.

On February 9, 2015 2:36:07 AM MST, Mateusz Viste <mateusz at viste.fr> wrote:
>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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>>
>>
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