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<H1>Re: [MUD-Dev] Spellcaster, or Waving Hands</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Spellcaster, or Waving Hands</LI>
<LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Thu, 14 Aug 97 15:10:02 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI>
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<PRE>
In <<A HREF="msg00555.html">33F33748.78AD42AC#sparta,mainstream.net</A>>, on 08/14/97
at 09:54 AM, Michael Hohensee <michael#sparta,mainstream.net> said:
>clawrenc#cup,hp.com wrote:
>> In <<A HREF="msg00421.html">33E9E729.41049A12#sparta,mainstream.net</A>>, on 08/07/97
>> at 08:42 AM, Michael Hohensee <michael#sparta,mainstream.net> said:
>> >clawrenc#cup,hp.com wrote:
>> >>
>> >> WAVING HANDS
>> >> (also known as: SPELLCASTER)
>> >> Richard Bartle
>>
...
>> Precisely. I suspect taht I'll steal it whole coth and then invest a
>> terrible amount of time trying to extend it to the various neat things
>> I also do (will power fights etc), as well as some sort of generic
>> magic/spell extensions:
...
>One could have the client program display a list of known finishes
>for the opponent's spell too.
This is precisely what I'd expect, along with a list of possible
extensions of the current user's state.
>Of course, if you're inexperienced,
>there might be a time lag between sight of gestures and
>understanding. Perhaps one can make this time lag player defined, by
>having the client be able to "test" the player's abilities. The
>client could send over a sequence of gestures, and the time it takes
>the player to realize what spell it is becomes the time it takes the
>client to tell the player what spell is being cast in the future.
I dislike this as random net lag variations could play havoc with even
brilliantly cast spells. Additionally the original Waving Hands was
implicitly round based. which I feel also gave it much of its power as
a game system. Moving to time rated system would seem to lose much of
that.
>Of course, one would need a graphical mouse interface, for this to be
>a fair test.
Yup.
>> >However, it seems to me, that to fight out one of these combats with
>> >any amount of speed or efficiency, a client program would be
>> >required.
>>
>> Much as I hate cients for telnet MUD play, I've come to think taht
>> *not* having a client for any decently advanced game is a recipe for
>> disaster.
Note:
"Decenty advanced game" != Any MUD I know of currently in existance.
"Decenty advanced game" == The sorts of games we discuss here.
>A better idea would be to introduce the effect of "timing" to
>spellcasting. Sure, you can gesture through the spell real fast, but
>is that really enough time for the magical forces to accumulate and
>be shaped? Of course not!
This would seem to depend on your magic model. If you have externally
generated forces which need time to fulfill, then yes. If the forces
are entirely internal/resource based (ie my model), then no.
>Likewise, going too slowly allows some
>energy to escape... The client can oversee how much time there is
>between keystrokes, and pass this information to the server. (or
>just possibly tell the server how much energy the spell is supposed
>to have).
Hurm. If the timing were bound to the client this would work. If it
were bound to the server it would seem woefully susceptible to net lag
variations.
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------------(*) Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
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<li><strong><A NAME="00593" HREF="msg00593.html">Re: [MUD-Dev] Spellcaster, or Waving Hands</A></strong>
<ul compact><li><em>From:</em> "Jon Leonard" <jleonard#divcom,umop-ap.com></li></ul>
<li><strong><A NAME="00586" HREF="msg00586.html">Re: [MUD-Dev] Spellcaster, or Waving Hands</A></strong>
<ul compact><li><em>From:</em> Michael Hohensee <michael#sparta,mainstream.net></li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00417" HREF="msg00417.html">Spellcaster, or Waving Hands</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 07 Aug 1997, 01:32 GMT
<UL>
<LI><strong><A NAME="00421" HREF="msg00421.html">Re: [MUD-Dev] Spellcaster, or Waving Hands</A></strong>,
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Thu 07 Aug 1997, 15:19 GMT
<UL>
<LI><strong><A NAME="00526" HREF="msg00526.html">Re: [MUD-Dev] Spellcaster, or Waving Hands</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 13 Aug 1997, 23:46 GMT
<UL>
<LI><strong><A NAME="00555" HREF="msg00555.html">Re: [MUD-Dev] Spellcaster, or Waving Hands</A></strong>,
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Thu 14 Aug 1997, 16:51 GMT
<UL>
<LI><strong><A NAME="00582" HREF="msg00582.html">Re: [MUD-Dev] Spellcaster, or Waving Hands</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 14 Aug 1997, 22:18 GMT
<UL>
<LI><strong><A NAME="00586" HREF="msg00586.html">Re: [MUD-Dev] Spellcaster, or Waving Hands</A></strong>,
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Thu 14 Aug 1997, 23:02 GMT
<UL>
<LI><strong><A NAME="00611" HREF="msg00611.html">Re: [MUD-Dev] Spellcaster, or Waving Hands</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 15 Aug 1997, 22:09 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00593" HREF="msg00593.html">Re: [MUD-Dev] Spellcaster, or Waving Hands</A></strong>,
Jon Leonard <a href="mailto:jleonard#divcom,umop-ap.com">jleonard#divcom,umop-ap.com</a>, Fri 15 Aug 1997, 00:13 GMT
<UL>
<LI><strong><A NAME="00614" HREF="msg00614.html">Re: [MUD-Dev] Spellcaster, or Waving Hands</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 15 Aug 1997, 22:39 GMT
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