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16231: Re: [MUD-Dev] A new MUD-standard

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From: "Ben Chambers" <bjchambers@phoenixdsl.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Sat, 24 Feb 2001 13:01:49 -0800
References: [1] [2] [3] [4] [5] [6] <-newest
Organization: Kanga.Nu
----- Original Message -----
From: "Chris Jones" <cjones@v-wave.com>
To: <mud-dev@kanga.nu>
Sent: Friday, February 23, 2001 10:32 PM
Subject: Re: [MUD-Dev] A new MUD-standard

> Ben Chambers wrote:

>> Okay.  I was thinking that hey, HTML is good, it's cool and all,
>> but many of these things aren't required for a MUD. Now, if we (as
>> in the community of MUD Developers, not MUD-DEV alone) developed a
>> system that allows us to define an interface from the server that
>> the client simply executes, we would have a very useful system.

> A couple of points:

>   1) The MUD community is very broad: it ranges from hardcore PK, to
>   pure RP, to social chatters, to huge graphical games, and
>   everywhere in between.  Writing just one system to support all of
>   this range will result either in an utterly baroque monstrosity
>   (think Mozilla, except with an equally huge protocol), or else
>   something unusable due to its utter simplicity.  More likely,
>   it'll be unusable in both ways.

I am not trying to design a system of presentation.  Rather the
methods to describe the layout of the presentation.  The presentation
depends upon the MUD and the Client.  It will continue being
textbased, it will just be divisible into windows.

>   2) Client-independence is important.  People should be able to
>   usefully access the system with everything from raw telnet, to a
>   web interface, to a custom client, to TinyFugue.  Otherwise,
>   you're going to end up limiting your client base.

Right, but graphical MUDs limit their client base.  I am saying design
it as a layer above telnet.  A syntax for telnet messages.

>   3) Doing anything critical on the client-side is, of course,
>   verboten.

Can you explain that in more depth?

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