May 2009
- MUD-based Articles for Hartford Gaming Lifestyle Examiner Michael Tresca
- opensim and muds in general bristle2008@yahoo.com
- [NEWS] mischief & opensim Bristle Mischief
- Since when has MUD-DEV become MUD-MARKETING Jeffrey Kesselman
- Since when has MUD-DEV become MUD-MARKETING Caliban Darklock
- Since when has MUD-DEV become MUD-MARKETING Sean Howard
- Since when has MUD-DEV become MUD-MARKETING Nathan Yospe
- Since when has MUD-DEV become MUD-MARKETING Nabil Maynard
- Since when has MUD-DEV become MUD-MARKETING Threshold
- Since when has MUD-DEV become MUD-MARKETING bristle2008@yahoo.com
- Getting the word out about your game Threshold
- Getting the word out about your game Ilia Malkovitch
- [Technology] Lend your ears to science! Mike Rozak
- [Technology] Lend your ears to science! Jeffrey Kesselman
- [Technology] Lend your ears to science! Mike Rozak
- [Technology] Lend your ears to science! Jeffrey Kesselman
- [Technology] Lend your ears to science! Mike Rozak
- [Technology] Lend your ears to science! Benjamin Tolputt
- [Technology] Lend your ears to science! Mike Rozak
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Mike Rozak
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Matt Owen
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Mike Sellers
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games John A. Bertoglio
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Damion Schubert
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Richard A. Bartle
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Mike Rozak
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games cruise
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Mike Rozak
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Mike Sellers
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games cruise
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Dana V. Baldwin
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Threshold
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Dana V. Baldwin
- [Design] Dinosaurs evolve to chickens, MMOs evolveto massively single-player games Threshold
- Fallen Earth John A. Bertoglio
- Fallen Earth Threshold
- Fallen Earth Mike Sellers
- Fallen Earth Sean Howard
- Fallen Earth Mike Sellers
- Fallen Earth Amanda Walker
- Fallen Earth Vincent Archer
- Fallen Earth John A. Bertoglio
- Fallen Earth Mike Sellers
- Fallen Earth Benjamin Tolputt
- Fallen Earth Mike Sellers
- Fallen Earth Sean Howard
- Fallen Earth Mike Sellers
- Fallen Earth Aurel
- Fallen Earth Damion Schubert
- Fallen Earth Sean Howard
- Fallen Earth Jeffrey Kesselman
- Fallen Earth Threshold
- Fallen Earth Aurel
- Fallen Earth John A. Bertoglio
- Fallen Earth Dana V. Baldwin
- Fallen Earth Sean Howard
- Fallen Earth Tess Snider
- Fallen Earth Sean Howard
- Fallen Earth Tess Snider
- Fallen Earth Siege)
- Fallen Earth Tess Snider
- Comparing Worlds (was: Fallen Earth) Christopher Lloyd
- Fallen Earth Jeffrey Kesselman
- Fallen Earth John A. Bertoglio
- Fallen Earth Mike Sellers
- Fallen Earth Matt Owen
- Fallen Earth Threshold
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Vincent Archer
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Threshold
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games cruise
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Aurel
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Amanda Walker
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Jeffrey Kesselman
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games John Buehler
- [Design] Dinosaurs evolve to chickens, MMOs evolve to massively single-player games Bristle Mischief
- [Design] is home-base networks not possible? Bristle Mischief
- [Design] is home-base networks not possible? Jeffrey Kesselman
- [Design] is home-base networks not possible? Siege)
- [Design] is home-base networks not possible? Nuno Silva
- [Design] is home-base networks not possible? Jeffrey Kesselman
- [Design] is home-base networks not possible? Jeffrey Kesselman
ya know i forgot a self-plug :)
The oher thing that is in development is my own DarkMMO project, (
http://darkmmo.worldwizards.net) which is a sentence can be described as
"NWN for MMOs." It uses the NWN toolset for map building and wil lscript in
Java/Groovy.
It wont initially be as high level scripting as NWN was as it wont have all
of NWNs libraries to start but i expect that rto build over time. Its still
early in the p[roject but thre are some movies of initial functionality at
the website.
On Wed, Jun 24, 2009 at 12:02 PM, Jeffrey Kesselman <jeffpk@gmail.com>wrote:
> Well, do you want "bulder mud" style run-time user-editing or are you just
> looking for
> something to build a game in?
>
> Unity is a very good and very resonably priced game engine. It doesnt have
> MMO support built in yet but I know of a couple of prjects that are
> combinign it with the Project Darkstar server system and something more
> designer-friendly for MMOs might poentially emerge out of that/
>
>
> On Sat, Jun 13, 2009 at 9:19 AM, Nuno Silva <little.coding.fox@gmail.com>wrote:
>
>> I fully agree with you, actually. It has the look and feel of an
>> unpolished,
>> incomplete product. Of course, i never created anything similar, so i
>> can't
>> say i could do it better, but considering how it renders at 12 FPS with a
>> small terrain on view and my character on a video card that renders games
>> like Unreal Tournament 2004 on max graphics at over 60 FPS, i'd say they
>> probably need a massive rewrite.
>>
>> If anyone'd make a MMO with editing capabilities similar to SL, only much
>> better, it'd beat SL any day of the week, problably :)
>>
>> On Mon, Jun 1, 2009 at 6:43 AM, Jeffrey Kesselman <jeffpk@gmail.com>
>> wrote:
>>
>> > Second life sucks from a technology standpoint.
>> >
>> > Its what happens when people who know how to build websties try to
>> > build a persistent world.
>> >
>> > On Sun, May 31, 2009 at 11:08 AM, Bristle Mischief
>> > <bristle2008@yahoo.com> wrote:
>> > >
>> > > i was reading about possible of creating very large space for opensim
>> but
>> > then i ran into this post -- opensim for homes can handle 2 - 3 people,
>> > tops.. here is the post:
>> > >
>> > > http://opensimulator.org/features/issue.php?id
>> > >
>> > > i believe that one problem is the opensim and second life download
>> their
>> > graphics and there is a lot of graphics to download.
>> > >
>> > > right now i can move around in a wow emulator. i think it is because
>> the
>> > graphics stuff is already on my machine so the server just say move
>> x,y,z to
>> > x1, y1, z1. the ai is there too so a lot of objects are moving.
>> > >
>> > > i am talk about home-based dsl not a prememium or comcast. yeah, for
>> > around $300 a month you can get better. but a $40 a month dsl (around
>> 300
>> > mbit/sec), is that possible?
>> > >
>> > > bristle/maddog
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> > >
>> >
>> >
>> >
>> > --
>> > ~~ Microsoft help desk says: reply hazy, ask again later. ~~
>> >
>>
>
>
>
> --
> ~~ Microsoft help desk says: reply hazy, ask again later. ~~
>
--
~~ Microsoft help desk says: reply hazy, ask again later. ~~
- [Design] is home-base networks not possible? Jeffrey Kesselman