Hi Fattom,

Thanks for your response. I don't think most browsers support
Websockets quite yet, and I don't want to tie people to a specific
one.

What is the most challenging part of writing a MUD for http aside from
real time delivery, which I'm hoping Ajax push solves? Aside from that
I believe I can write the methods required to produce the output that
is expected from the various commands in the game I plan to implement,
and can manage player attributes with player objects and back them
with a nice database.

I could certainly be missing something crucial though, so please let
me know. To me it sounds much more difficult to write a client and
server using telnet.


Thanks,

MLS


On Oct 3, 10:55 pm, 番頭Fattom <[email protected]> wrote:
> If the client access server with HTTP, GAE is definitely OK.
>
> But in my experience, Telnet is a better protocol for Mud/BBS.
> And I think GAE do not support socket function.
>
> If GAE support WebSocket, it will be a good way to approach that...
> (but I am not sure about this feature.)
>
> The most important thing is that it's very difficult to write a MUD
> including MUD OS/MUD Lib/MUD compiler...
> It's not a easy job.
>
> On 10月2日, 上午11時02分, MLS <[email protected]> wrote:
>
> > My friend and I are looking to rewrite an old BBS MUD.
>
> > The game is a few thousand rooms and purely text based with commands
> > issued by individual players and the game responding and updating
> > players stats based on the results of their commands.
>
> > I do not have a programming background, and I'm wondering about the
> > best way to approach writing it for GAE.
>
> > Attempting to translate the game to objects, I have the following
> > layout:
>
> > World object holds all of the zone objects, zone objects hold rooms,
> > room objects hold players, player objects hold inventory objects,
> > spellbook objects, and attributes. Then write appropriate methods for
> > manipulating the objects appropriately and returning the results.
>
> > I have a few questions though:
>
> > 1. Is this a technically correct way of approaching the problem? If
> > not, what would be better? (keep in mind, I am not a professional
> > programmer by any means. I can find my way if I have something already
> > written to make changes, but I've never written anything from scratch
> > before). Would I populate all these objects, then write world to the
> > db and retrieve it for each player action? I have no idea how servlets
> > work to store state, or really how they work in general really.
> > Basically, how would I be storing and retrieving stored player
> > statistics which are constantly changing many times a second as
> > players play the game.
>
> > 2. A key issue is the ability to push updates to players in real time,
> > and track individuals who are connected. For example, I would like the
> > ability to be able to call something like
> > room[someroomnum].sendtoall("Some message here"); to push a message to
> > all players in that room, or player[someplayernum].send("some message
> > here"); to send replies to players directly.
>
> > I understand this is a complex issue with the stateless http protocol,
> > but I have read some about the upcoming channel API which sounds like
> > it may offer this ability but I don't know enough to be certain.
>
> > Overall I'm looking to avoid devoting countless hours to this project
> > if it is going to be beyond my abilities to complete successfully.
>
> > Thanks very much for your time and consideration,
>
> > MLS

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