[MUD-Dev] Graphical Mud Design

Chris Gray cg at ami-cg.GraySage.Edmonton.AB.CA
Sat Sep 4 11:25:44 CEST 1999


[JT Herring:]

> 	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.

First, there has, as usual, been considerable discussion of graphical
systems on the list before. Try some searches in the kanga.nu archives.

That being said, I think you need to tell us more of your design before
we could suggest how you would work graphical features into it. They will
affect your server, your world, your database, etc. Is your MUD hardcode
or softcode (I'm not familiar with 'Mythran')? What style of graphics are
you interested in? Scrolling overhead tile view? Full 3D immersion? Sets
of hand-painted frames as backgrounds? Frames assembled by the client
from a selection of pre-done components? Do you want to add sound as well?
What platforms are you aiming at?

I will also point you at my website

    http://www.graysage.edmonton.ab.ca/cg/MUD/AmigaMUD

for how I did these things. With the following update: my friend Don has
mostly finished the client in Java. It is currently just an application,
so can't be directly accessed via a web page, but that should be do-able.
I will of course let everyone here know when we are ready for testing.

--
Don't design inefficiency in - it'll happen in the implementation.

Chris Gray     cg at ami-cg.GraySage.Edmonton.AB.CA
               http://www.GraySage.Edmonton.AB.CA/cg/



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