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11:11 pm December 10, 2008
| Fire
| | Austin, Texas | |
| Member | posts 53 | |
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Telnet has historically been the only way to access text-based games. For decades, people have striven to create a hgher level of synergy between the clients and the games, but in the end it is nearly a war.
Game creators continually strive to find ways to limit the "cheating" aspects of the clients, such as automated scripting.
Players continually strive to find and utilize the "perfect" client which will work with every game and still reduce the grinding portions of gameplay from a series of complicated typed commands to a single button-click.
Some, such as the developer and administrator of this very website, work hard to bring a set of easy-to-use tools to the players and game creators both.
Why is it that as technology has improved throughout the years, game creators continue to develop new game engines that still use this very limited mode of communication? Don't get me wrong, I am not asking why people haven't abandoned MUDs for WoW, but I do wonder why the community has continued to stick with this protocol.
Just to let you know, I have personally decided to drop telnet and use a custom interface. I have already chosen the methofd and created a prototype client that is a bit slow, but can be greatly improved. No, it does not use TCP at all.
If you had the chance to create a new interface for your own text-based game, what method would you use? Would you chose something that everyone could easily adapt to and learn, or would you stick with the time-honored traditions of the likes of Mr. Bartle?
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Genius without education is like silver in the mine – Benjamin Franklin
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12:04 am December 18, 2008
| Durael
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There's only one MUD on MySpace. It's only about a week and a half old, but it's growing fast and it's browser based, with almost no typed text commands. Click Sheath, click corpse, click Contents, click Take, click Stow, click Draw, click East, and so on. It's skill based, with no classes, though there is a 3 god favor system that pushes you into thief (Loki), warrior (Tyr), or skald (Bragi). It's called Vikings. The "classes" are new and not really fleshed out yet, just like much in the game, but it's really fun and much easier to play without all the typing… and what's done is awesome, so the game is going to grow into something really good. There's obvious talent and care behind it.
It also gives you a domain where you can assign peasants to tasks like hunting, farming, building, smithing tools, you can improve buildings, grow your population and army, attack other clans in warbands… and there are markets to trade goods you produce, or collect in the world and scrap (like turn 10 woolen tunics into 1 cloth). You set your own prices, so it's a war and trading game too. It's not a code base like Diku or Circle, though it's most like a Diku. It has full PvP… players aren't any different than monsters.
Though it's listed on MySpace it's actually better to connect directly:
http://www.vikingsrpg.com
Or you can search for Vikings in the MySpace app gallery and play that way.
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12:54 am December 19, 2008
| Fire
| | Austin, Texas | |
| Member | posts 53 | |
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I would recommend everyone on here take a few minutes to visit this game listed above. It's not the best game, in fact the UI is pertty difficult to deal with, however it's got all the makings of a classic.
Thanks Durael!
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Genius without education is like silver in the mine – Benjamin Franklin
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8:07 pm December 19, 2008
| Orrin
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With Maiden Desmodus we're using telnet but we'll be having a Flash client that we can add extra functionality to. With subsequent titles I have some more ambitious plans that will probably mean we abandon telnet compatibility (such as it is on a mud server anyway!) and move to a dedicated web client only.
However for most games it's entirely possible to maintain compatibility with telnet while using a specialist client using subnegotiation as necessary.
I think some kind of web client is essential (I would say that of course!) in order to reach out to new players. As a good example this mud on kongregate has had nearly twenty thousand plays in just over a week. Of course the number of unique players is much fewer, and the number who go on to play regularly likely much fewer still, but from what I hear they are very happy with the response.
This was my primary motivation for producing this website – to provide a place that was accessible to players unfamiliar with muds who may not know or care about telnet, proxies, different mud clients and servers, etc.
My goal is a site where a new player can find a game that interests them and play immediately.
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3:09 am January 20, 2009
| Hersir
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| New Member | posts 1 | |
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I tried listing Vikings on here but they said it has to be something you can telnet to using this site's telnet client. I don't really understand that since this looks to be a site for browser based MUDs, but oh well. It's nice to see someone mentioned it here already.
The user interface has undergone massive changes even just in the last week, and probably many more changes since you checked it out. It's evolving quickly. Thanks for the kind words and if you aren't currently playing I hope you'll come check out the changes. =)
~ Thrull af Dalgard
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2:12 am January 22, 2009
| Kunin
| | Seoul, South Korea | |
| New Member | posts 8 | |
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Looks like it could be interesting, combining two types of games into one. Of course, still needs some more improvements, I personally found a very irritating bug. I went into my clan's meadhall (went into mine, went to clan screen, clicked meadhall), and now there's no exit. Been stuck in there for a bit.
I'd suggest giving more text commands on the MUD side, might make it easier to convert current mudders (without affecting non-mudders). For example, you can use n/e/s/w but not get. Perhaps a way to have all converstaions (says, tells and world) logged or shown in another box so you don't miss things when walking quickly. And some way to go back and look at room descs that have passed (like I would scroll up on a map), would have been very useful when I was running past some kobolds and trying to see if my corpse was in their room.
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4:19 am January 22, 2009
| Fire
| | Austin, Texas | |
| Member | posts 53 | |
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Hersir said:
I tried listing Vikings on here but they said it has to be something you can telnet to using this site's telnet client. I don't really understand that since this looks to be a site for browser based MUDs, but oh well. It's nice to see someone mentioned it here already.
The user interface has undergone massive changes even just in the last week, and probably many more changes since you checked it out. It's evolving quickly. Thanks for the kind words and if you aren't currently playing I hope you'll come check out the changes. =)
~ Thrull af Dalgard
I agree that the UI has changed for the better. It's still a little hard for me to play though, since have to actually scroll the page to read room descriptions and such. Maybe I'm just doing something wrong, or maybe it's my client (Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.9.0.5) Gecko/2008121300 SUSE/3.0.5-0.1 Firefox/3.0.3).
In any case, I know that there are lots of improvements in the UI still to come and I have high hopes for this game in the future.
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Genius without education is like silver in the mine – Benjamin Franklin
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6:29 pm January 24, 2009
| rumble
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| New Member | posts 4 | |
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I have always been impressed with the MUD Crackwhip. The web based
interface is the most unique I have ever seen. It is difficult to
describe, but it can be accessed by pointing you favorite browser to
http://www.tbamud.com/play. This unique setup allows you to bypass telnet,
java, port, and other common network restrictions. It is the only MUD
that I have EVER been able to play from work! I challenge anyone to
find a computer it doesn't work on.
Shadowen developed the concept when he could not MUD from work and
has tbaMUD 3.51 up and running for a record of 211 days (same as
server uptime) and still counting. He created a global content
delivery network that matches text from the game to generate related
pictures (over 10,000 of them from servers around the world so you
always download from a local server). Of course it also has an
incognito mode where you can choose not to display the pictures so
all that you see on the screen is a telnet window inside your browser
so you can pretend to do work.
Shadowen has been kind enough to allow tbaMUD's development port to
use this unique interface so I encourage people to check it out and
help us develop the codebase by using the bug, idea, and typo reports
in game. TBA is very serious about continuing development and
continuing to improve the best MUD codebase in existence.
__________________
Rumble
The Builder Academy
http://www.tbamud.com/play
tbamud.com 9091
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3:28 am January 25, 2009
| Fire
| | Austin, Texas | |
| Member | posts 53 | |
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I tried out Crackwhip today, and I am pretty impressed with the concept. I liked the fact that graphical representations of descriptions and extra descriptions were available as a click-able image that takes you to a page containing further information. It still has a long way to go, and could do with a bit of UI-focused work, but overall it is very promising.
One of the issues I had with it was the lag between when I started typing and when the characters appeared. I got into a few fights to see how it affected combat, and I was disappointed. Thankfully, CircleMUD (err, tbaMUD) has round-based combat, which lends itself to laggy connections. The current iteration of the client would be hard-pressed to work efficiently with an event-based combat system, where faster typing results in faster combat.
Altogether, I'd put this client slightly higher than Vikings, simply because it works with existing games that most MUDders are familiar with. Of course, Vikings scores higher with UI and clickable exits.
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Genius without education is like silver in the mine – Benjamin Franklin
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9:05 pm May 28, 2009
| Corvidae
| | Simpsonvile, South Carolina | |
| New Member | posts 6 | |
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As a long time mud player, generally on the same two muds for almost ten years now, I have to admit that I used telnet for all of those years. For a while I used gmud and Wintin95 (Of which I much prefered Wintin95.) To me, it is not important to have all the add-ons for macros, mapping, and so forth. Heck, for me a simple piece of paper is good enough to map an area out, as well as keep a list of all of ones characters. The only problem I ever had with telnet was color parsing. Not that it even bothered me that much.
Now, ten years after I started Mudding, the only clients that I would like to see more development on are mud-specific clients. I've seen the one for Batmud, which I like, as well as a few others here and there. However, with that thought in mind, it would practically require a coder just to work on the client for the mud, other than the mud itself. What can I say, I like to see constant improvement when a good product comes out.
Hrm…
Yes, those are my thoughts for this date…
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"Just before they went into warp, I beamed the whole kit and kaboodle into their engine room, where they'll be no tribble at all." — Scotty, explaining how he got rid of the tribbles (The Trouble With Tribbles)
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8:27 pm October 27, 2010
| esquiva
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| New Member | posts 3 | |
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For Two Towers telnet is definitely not the only way to connect!
We offer a fully featured client available on our website, and through BOTH Facebook and MySpace!!
The Two Towers MUD website
Connect through your favorite social media site!!
MySpace: http://www.myspace.com/games/play/197576
And yes, old friend telnet!
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