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Re: [MUD-Dev] Graphical Mud Design
From: JT Herring <sypes#vrgames,net>
> Now, the straight telnet I have a pretty good idea of what I'm going to do
> codewise, but the graphical will require a client (obviously). The
problem
> I have is I'm not real familiar with what is required for a graphical
mud's
> code. I, by no means, am a professional programmer, so I'm pretty much
> shooting in the dark as to what I need. Any hints/code fragments/good
> advice/fortune cookie snippets/ideas would defiantly be appreciated.
There is no set method on how to do this. Basically, you're using Telnet as
a communication protocol between the server and the graphic client, instead
of as a communication protocol between the server and the user. Instead of
sending text messages to the client program, you need to establish a
language of event codes, which the client processes and changes the state of
what the user sees. This is totally dependent on how you implement it
(room-based vs proximity based, free movement vs tiles, 3d vs 2d, etc).
I'd suggest designing the client first, to get an idea of what information
it needs to know to enable the user to interact with the MUD. Take those
needs and develop a simple token-based communication protocol that will work
over a standard socket connection. Then write the server code. :)
--
White Flame (aka David Holz)
http://fly.to/theflame
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev
- Thread context:
- Re: [MUD-Dev] ScryMUD is offically open to the public., (continued)
- [MUD-Dev] Graphical Mud Design,
JT Herring sypes#vrgames,net, Sat 04 Sep 1999, 04:19 GMT
- [MUD-Dev] semi-OT: Alan Cox is a MUD hacker,
Adam Wiggins adam#angel,com, Fri 03 Sep 1999, 22:05 GMT
- [MUD-Dev] ScryMUD: News update (Opening to the Public on the 4th of September!),
Ben Greear greear#cyberhighway,net, Wed 01 Sep 1999, 06:14 GMT
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