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Failure to launch etc

Posted: Fri Oct 23, 2009 3:34 am
by nyaau
soons i heard about uplink online on the introversion site (ABH ABH) I knew i had to do something...

so i'm working on a version of uplink entirely built in MUX 2. (used to make text based worlds, research it if you're interested)

the multiplayer aspect is already there, since mushes are entirely multiplayer, all that needs to be coded is...well everything. already got a working gateway prototype and software that installs/uninstalls.
pros are, it's all really easy to build, cons are, art is limited to ascii. but if you ask me, that makes the atmosphere all the more authentic.

anywho, if there are any mushcoders out there that want to hit me up, drop me a PM.

if anything ever gets done, it will be super cool

(i'll drop a link once i get hosting arranged)

Posted: Fri Oct 23, 2009 8:15 am
by NeatNit
That's cool, the only thing I don't understand is the thread title..?

Posted: Fri Oct 23, 2009 3:30 pm
by nyaau
oh i was just messing around.

given how easy it would be to connect (any machine with a telnet client can hook up), the growth potential is huge.
who knows :D

Posted: Mon Jun 11, 2012 4:13 pm
by nyaau
i remember in the gamebible devbro was talking about how in order to compensate for the fact that nobody wants to sit around and wait for an email to show up, he added in the ability to speed time up.
that's fine in singleplayer, but you can't realistically do that in a multiplayer game, so what do you do?
i'm also all for adding in quests/missions to acquire certain pieces of software instead of just letting players buy anything and everything as soon as they have enough money

and i'm gonna try and work in the drugs and johnny mnemonic stuff that devbro never got to add