Nah man, custom codebases are extremely flexible. I've seen plenty of muds 
use menu systems in the ways I want, the moo codebase is a good example but 
I don't even think I want to use that, it'd probably be much better to do it 
in a custom codebase. Also, I want the game to be in full realtime so 
there's no chance of it hitting the web, even with autorefresh the movement 
system just wouldn't be as cool. I'd show you the muds that I got 
inspiration from, but the one with the menu system is down and perhaps won't 
be up for a long long while, maybe not ever depending on when the staff 
decide to get back to it. The movement system I want is from Godwars II, 
only less advanced, as in I won't have different speeds of movement, it'd be 
like most RPG's, you just run through areas, even villages. As for the 
battle system, I'll just use the menu systems similar to the Moo codebase, 
(as godwars II has done in its character creation and customization modes,) 
as my battle system, with messages displaying in between the menu options 
and such. It'd work like Dragon Quest does, where you tell all of your 
character what you want them to do, then you go through a round of combat 
where all attacks are executed, then the menu system pops back up and 
everything starts over.
I'd really like to get this project off the ground, but I'm not sure how 
much time at all I'd have to work on it seeing as I'm in college and I 
pretty much screwed myself last semester, I'm gonna have to lay it down hard 
this semester to get back with everything so I most likely won't be able to 
work on it for a while, but it'd be nice to get a good start on thigs, as 
in, start learning how to make a custom codebase, look into running it on a 
server and so on.
----- Original Message ----- 
From: "Adam Pecillo" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Thursday, January 11, 2007 2:15 PM
Subject: Re: [Audyssey] A Project I've been meaning to start for years


> On 1/8/07, ShadowDragon <[EMAIL PROTECTED]> wrote:
>> Hi,
>> I need to get this out in the open. For as long as I can remember I've
>> wanted to make a mud of my own, and I have the perfect plan for one. I've
>> got the framework of the mud layed out perfectly in my mind and 
>> everything,
>> it'll be extremely awesome when its finished. I said when, not if.
>
> <- cut out, see original message ->
>
> I had a quick look at your ideas and it sounds great!
> I like the idea you have about communications in game, but that would
> force you to not only write a MUD but also a custom client for the
> game. Popping up windows is not something you do in a terminal window
> so you can forget all about monkey term, gmud and all the other
> standard clients.
>
> Even if most people use Windows today you will loose all Linux users.
> Correct me if I'm wrong but Linux works quite well for visually
> impaired, right?
>
> How well does webbrowsers work? How do you deal with frames on webpages?
>
> Would it be possible to write the game so that you play it from a
> browser, separating different parts of the userinterface in frames.
>
> 1 frame for stats
> 1 frame for world descriptions
> 1 or more frames for communication. Player to Player, Game to Player
> and maybe Player to Group
>
> Since I'm not visually impaired it's quite hard for me to imagine how
> and what works. I did try to use Jaws blindfolded. But I nearly hurt
> myself missing the keyboard, well not quite that bad but still I had a
> hardtime just typing and I realized how much I rely on seeing my
> keyboard. And I have been using computers since 1986!
>
> /Adam
>
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