Difference between revisions of "Forum:Nethack as a multiplayer mmo"
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− | So what changes would have to be made to nethack in order to make in a online multi player game. i know there is a demand for it but obviously the game would haveto be changed up quite a bit. What do you think would be the neccesary chages in order to make multiplaying feasible/ | + | So what changes would have to be made to nethack in order to make in a online multi player game. i know there is a demand for it but obviously the game would haveto be changed up quite a bit. What do you think would be the neccesary chages in order to make multiplaying feasible/[[User:Ndwolfwood|Ndwolfwood]] 17:58, 14 December 2010 (UTC) |
+ | :To change nethack to work as multiplayer, you'd have to change nethack. Pretty much all of it. The original diablo is somewhat an example of this; I've heard that it was made as an experiment along the lines of "what if we take the delay out of Nethack?" -- [[User:Qazmlpok|Qazmlpok]] 17:49, 14 December 2010 (UTC) | ||
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+ | what does delay mean?[[User:Ndwolfwood|Ndwolfwood]] 17:58, 14 December 2010 (UTC) | ||
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+ | You could have a few players on a level at the same time by using an Initiative system, anything more and Nethack would change out of all recognition. Hence you could probably make a really cheap board game, potentially a 2-4 player Deathmatch mode with a lot of balance issues, but not a Massively Multiplayer Online Rogue-Like Game.--[[User:PeterGFin|PeterGFin]] 18:58, 14 December 2010 (UTC) | ||
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+ | Perhaps the only released attempt at a multiplayer NetHack was [[roguebasin:interhack|Interhack]]. --[[User:Tjr|Tjr]] 19:51, 14 December 2010 (UTC) | ||
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+ | Interhack's multiplayer technique was quite clever in that it kept turn-based behaviour without the tedium of having to wait for the other player. There's a document [http://sourceforge.net/projects/interhack/files/RTOR.pdf/download here] which describes how it works. --[[User:TPGreyKnight|TPGreyKnight]] ([[User talk:TPGreyKnight|talk]]) 22:30, 24 June 2012 (UTC) | ||
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+ | Doesn't [[AceHack]] have a multiplayer system now? I think that it requires waiting for the other player though, but I'm not positive. [[Special:Contributions/108.196.206.15|108.196.206.15]] 10:38, 25 June 2012 (UTC) |
Latest revision as of 10:38, 25 June 2012
So what changes would have to be made to nethack in order to make in a online multi player game. i know there is a demand for it but obviously the game would haveto be changed up quite a bit. What do you think would be the neccesary chages in order to make multiplaying feasible/Ndwolfwood 17:58, 14 December 2010 (UTC)
- To change nethack to work as multiplayer, you'd have to change nethack. Pretty much all of it. The original diablo is somewhat an example of this; I've heard that it was made as an experiment along the lines of "what if we take the delay out of Nethack?" -- Qazmlpok 17:49, 14 December 2010 (UTC)
what does delay mean?Ndwolfwood 17:58, 14 December 2010 (UTC)
You could have a few players on a level at the same time by using an Initiative system, anything more and Nethack would change out of all recognition. Hence you could probably make a really cheap board game, potentially a 2-4 player Deathmatch mode with a lot of balance issues, but not a Massively Multiplayer Online Rogue-Like Game.--PeterGFin 18:58, 14 December 2010 (UTC)
Perhaps the only released attempt at a multiplayer NetHack was Interhack. --Tjr 19:51, 14 December 2010 (UTC)
Interhack's multiplayer technique was quite clever in that it kept turn-based behaviour without the tedium of having to wait for the other player. There's a document here which describes how it works. --TPGreyKnight (talk) 22:30, 24 June 2012 (UTC)
Doesn't AceHack have a multiplayer system now? I think that it requires waiting for the other player though, but I'm not positive. 108.196.206.15 10:38, 25 June 2012 (UTC)