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19441: Re: [MUD-Dev] User interface design [was: Where are we now?]
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From: Bryce Harrington <bryce@neptune.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 9 May 2001 23:07:03 -0700 (PDT)
References: [1]
Organization: Kanga.Nu
On Wed, 9 May 2001, Greg Munt wrote:
> There seem to be little or no resources for free mud developers who
> don't want to develop a telnet-based user interface. I've commented
> previously on my thoughts on this subject. In summary, I think that
> a text interface weighs down a game with a high barrier to entry.
> So, let us say that a telnet interface is a Bad Thing. This is not
> to say that a text-oriented interface is a bad thing - just that a
> telnet-based one is.
> I consider the ideal interface to be one that can be accessed
> through any graphical web browser.
> So. Graphical interface. But what kind? This, iirc, has never really
> been discussed here. It's always focused on the server, not the
> client.
> 1. Java telnet
> 2. First-person 3D
> 3. Third-person 3D
> 4. Tiled 2D
> 5. Non-tiled 2D
Jeff mentioned WorldForge in a previous post on this thread...
Note that the whole project employs a single common network protocol
(i.e., not telnet), called "Atlas", that can be used by a variety of
different client types... There are 2D tiled clients, a couple 3D
clients, and even a few text clients for those wanting something more
minimalistic. And one of the developers just made a 3D skeletal
rendering open source app, well worth checking out...
ftp://ftp.seul.org/pub/worldforge/libs/TheCallyDemo.zip
The protocol allows for a few different transport/compression
schemes... The one in use now is XML-based, but they're implementing a
compressed binary format and a "packed ASCII" format as well.
Very versatile.
-----------------------------------------------------------------------
Bryce Harrington bryce @ neptune.net bryceharrington @ yahoo.com
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