>
> >Anyway, is there enough interest in this REBOL worlds idea to start a
> >collaborative effort to try and get it working? If so, a seperate
> >mailing list for it (on eGroups?) seems the way to start. I'd be
> >willing to be a part of it. Any others?
> >
Count me in. I am strangely fas
Well, since I started the thread, yeah, I'd be interested. It would be cool
to have a big brainstorming session first, and then set down the goals (to
the minutest detail) and post them on a web page. Then put a timeline on the
goals and give out assignments.
>Anyway, is there enough interest
On 11-Jan-01, Anton wrote:
>> apply PSI-Force to a stick, it may just become tinder. Bang that
>> with your flint, and whalla... Fire.
> Just a small point :)
> "whalla" ?
> The word you want is French, "voila", pronounced "vwalla" in
> English. It means "there".
This is REBOL, and words mean
> apply PSI-Force to a stick, it may just become tinder. Bang that
> with your
> flint, and whalla... Fire.
Just a small point :)
"whalla" ?
The word you want is French, "voila", pronounced "vwalla" in English.
It means "there".
Regards,
Anton.
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"" wrote:
> I'm thinking of a world where the laws of physics adhere more to a cartoon,
> looney tune-like set of standards. Otherwise, the game engine becomes too
> bogged-down. Keep it fun, not realistic.
>
I think simple is better too. Based on my ealiest observations, looney tunes
have a se
On 10-Jan-01, Andrew Martin wrote:
>> You also need to consider that non-programmers would want to create
>> rooms,
> which would mean a room-designer program for them so they don't have
> to play with the XML.
> Make sure that the room designer code understands plain text or
> Rebol code.
It'd
> You also need to consider that non-programmers would want to create rooms,
which would mean a room-designer program for them so they don't have to play
with the XML.
Make sure that the room designer code understands plain text or Rebol code.
Andrew Martin
Plain text Rebol...
ICQ: 26227169 http
On 06-Jan-01, <[EMAIL PROTECTED]> wrote:
> I'm thinking of a world where the laws of physics adhere more to a
> cartoon, looney tune-like set of standards. Otherwise, the game
> engine becomes too bogged-down. Keep it fun, not realistic.
I agree - at least until REBOL has 3D support. (:
You als
On 06-Jan-01, <[EMAIL PROTECTED]> wrote:
>> Apart from being a tourist in this world, what other possible goals
>> would visitors to it have?
> In the Zork! world, every "room" had a riddle to solve.
Yeah, that's an idea. But as long as the rules to the world are rich
enough, leaving what you
I'm thinking of a world where the laws of physics adhere more to a cartoon,
looney tune-like set of standards. Otherwise, the game engine becomes too
bogged-down. Keep it fun, not realistic.
>Game physics would be interesting. How many whacks does it take to chop
down
>a tree? What if your t
>Apart from being a tourist in this world, what other possible goals
>would visitors to it have?
In the Zork! world, every "room" had a riddle to solve.
>Hmmm. To handle "objects" and the like that could be picked up and
>moved around, a central server would probably be needed...
This could be
And make it game "browser" independent, so that Ryans Zork browser could
browse the same world as my 3d sound enhanced game "browser". Much of the
enhanced stuff would have to come from the client end. Minus the
audio/visual effects, most of your 3d games of today are'nt much different
than the
On 06-Jan-01, Ryan C. Christiansen wrote:
> One thought comes to mind: creating a massively distributed,
> Internet-based role-playing game the likes of Zork! where the world
> is created by anyone and everyone.
Lovely idea.
> Persons help to create their
> little pieces of the world by uploadi
On 06-Jan-01, [EMAIL PROTECTED] wrote:
> I think the hard part of making it so distributed would be keeping
> the game continuity. Two different people may design adjacent rooms,
> one being a very futuristic space capsule while the other is some
> bizarre, surreal room with chairs on the walls a
Not necessarily. One of the criteria built-in to the Reb-based "room
editor" would be to choose the "type" of room you are creating. Of
course, even that would be on the honor system.
> I think the hard part of making it so distributed would be keeping the
> game continuity. Two different peop
That's a cool idea.
You would need to build the language parser and basic game engine.
With 'parse, the language interpreter could be built pretty fast and
easily extended.
I think the hard part of making it so distributed would be keeping the
game continuity. Two different people may design ad
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