[MUD-Dev] Semi Graphical Muds
Christopher Allen
ChristopherA at skotos.net
Sun Jan 28 21:55:30 CET 2001
> -----Original Message-----
> From: mud-dev-admin at kanga.nu [mailto:mud-dev-admin at kanga.nu]On Behalf Of
> Ben Chambers
> Sent: Sunday, January 28, 2001 9:01 AM
> To: mud-dev at kanga.nu
> Subject: [MUD-Dev] Semi Graphical Muds
> Has anyone ever played ADOM? It is available free from www.adom.de.
> I think that it is the embodiment of what a graphical MUD SHOULD be
> like. It features basic text characters, i.e a wall is a #. etc.
> It generates all messages on the fly. It is extremely in-depth with
> over 10 classes and 10 races. It colorcodes the map, and features
> an easy to read display. I think that the ideas in it are worth
> looking into.
I haven't check out ADOM yet, but Island of Kesmai on CompuServe did
whatyou are talking about in the early 80's. It even had a simple text
line of site system so that if there was a wall between you and other
objects that would normally be in range, you would not see them.
Island of Kesmai was the first game that I was addicted to, at at $6
to $24 an hour (when fighting dragons, it seems $24 an hour was worth
it for the extra performance), and I distinctly remember being proud
that I only spent $500 a month to keep my character in tip-top-shape
whereas other had to spend thousands.
One thing that was cool in the later 80's is people create front-end
clients for Island of Kesmai that converted the text into tiles, which
made it fairly comparable to some of the 2-D single player games of
the time
-- Christopher Allen
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.. Christopher Allen Skotos Tech Inc. ..
.. 1512 Walnut St., Berkeley, CA 94709-1513 ..
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