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Re: [gopher] This game I have been working on might be of interest to Gopherites...

I am not visually impaired, but I totally agree - reading this 'pseudo retro' font is a real pain for me as well.

Other than that, the project seems cool, and even quit advanced technically. Nice idea!


On 09/02/2015 03:45, James Mills wrote:
Holy hell Kevin you can write!
(PS: I don't enjoy reading looong articles/messages!)

One thing; please pick a better/different front on the Web UI.
(Being visually impaired reading that font it quite hard!)

Not really sure what the "goal of the game" is as such
perhaps you can give a quick run-down of what to expect?

Look forward to BETA codes.


James Mills / prologic

E: prologic@shortcircuit.net.au <mailto:prologic@shortcircuit.net.au>
W: prologic.shortcircuit.net.au <http://prologic.shortcircuit.net.au>

On Mon, Feb 9, 2015 at 11:49 AM, Kevin Veroneau <kevin@veroneau.net
<mailto:kevin@veroneau.net>> wrote:

    Hello fellow Gopherlings!

       I believe you might have recalled that I brought up and we all
    discussed the possible development of a MUD made by us Gopherians.
    Well, long
    before I even had such an ill conceived idea that would ultimately
    never come
    into fruition.  I was working on a Massively Multiplayer Online Hacking
    Universe Game, or shortened to just MMOHUG.  You won't find this MMO
    type anywhere yet, as I am hoping that mine will be the first to market!
    Although I have been working on it since 2012, and it has gone through a
    couple complete redesigns, I feel that now the game is taking the right
    direction.  Originally, it was going to be a web-based game, but I
    that this market was already crowded and noticed the vast
    inferiority of web-
    based games in general.  In order to build real-time apps and games on a
    website, you needed some rather complex code, both in the front-end
    and the
    back-end...  This led me to rewrite the game completely using standard
    stdin/stdout terminal programming in Python.  This version of the game
    actually came along ways until I realized how it wouldn't scale very
    You see, each user would log in via a standard telnet connection,
    and telnetd
    forks the actual application I wrote.  For each connected player,
    the amount
    of resources grow!  If I really wanted to take the game into the MMO
    category, I needed to slim down the server component alot!

       Now the server side is entirely written and listens on a TCP port
    no forking needed.  I wrote a couple threads to manage some in-game
    stuff, but
    that's about it.  The game currently is about 10MB of RAM when idle,
    which is
    pretty good.  Each new connection doesn't increase the total size by
    much, as
    each player's persistent state doesn't take very much memory or
    This also has the benefit of me being able to write a custom telnet
    client to
    make the game more appealing to those who don't want to use telnet,
    or my web-
    based terminal app.

       Anyways, the point of this message is that, I believe this type
    of MMO/MUD
    game would appeal to most users of this mailing list.  It's a very
    game overall, and mostly fiction, but with some real-world elements
    to make it
    feel real enough for people who haven't hacked before.  By far, it
    feels way
    more realistic then that crap Ubisoft released last year, what's
    what game
    called again....

       I personally like a hacking type game with a nice barrier between
    and reality.  This is the type of atmosphere I am building with
    Hacker's Edge.
    The game feels real, and makes you actually feel like your hacking into
    computer systems, but is purely fiction.  It uses real-world
    elements, like
    IPv4, DNS, SMTP, and other popular Internet technologies.  Many
    commands which
    are used by real hackers are also used, but watered down to make it easy
    enough to pick up and play without feeling tedious.  Most commands
    like "nmap"
    and "nslookup" require a good amount of research to understand their
    options.  Hacker's Edge uses such commands, but they aren't as
    complex, so the
    player doesn't need to enter in a dozen options everytime they want
    to map
    ports on a remote host.

       The game is going into closed beta soon, so that I can get people
    to test
    out the commands and the general feel of the game to give me their

       One of the games highlights will be user created content in the
    forms of
    real functioning binary applications that run within the game
    world.  The game
    will include a compiler for a somewhat simple to use and understand
    that gives players the ability to hook directly into the game's
    engine to
    create new types of servers and hacking programs that can be sold to
    players using the in-game economy.  In my last implementation of the
    coding, the dialect was very close to assembly language, while this felt
    really realistic, it was too complex to just jump into for most
    players. I
    first attempted to build a high-level language on top of that, which
    into the in-game assembly, but that was too limiting.  This new and
    version of the game will include a programming dialect that is easy
    to use and
    understand, yet powerful.  Using this, it should be technically
    possible to
    build in-game Gopher servers and clients.  While no in-game apps
    will have
    access to the real Internet, apps can communicate using the in-game

       Anyways, for more information, you can visit the game's homepage
    in the HTTP
    space here: http://www.hackers-edge.com/  If there is enough
    interest from the
    Gopher community here, I may consider setting up a Gopherhole for
    the game as
    well, so that all the same information from the HTTP version can be
    from Gopher as well.  However, you can currently view and post into
    the forums
    from within the game using the +bboard, +thread, and +reply
    commands.  Hooks
    into the HelpCenter will also be added soon too.

       I am planning on distributing Beta invite codes very soon, so do
    let me know
    if your interested and I will send out a few codes onto this mailing
    Each code is a one use code, so take them before somebody else
    does.  I am
    limiting initial access to consider performance and overall server load.

    Best Regards,
       Kevin Veroneau
       gopher://gopher.veroneau.net/ <http://gopher.veroneau.net/>
       Telnet: veroneau.net:5199 <http://veroneau.net:5199>

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