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All in all, I like it.

Gameplay is missing a few niceties that you see in slightly more sophisticated games (but, I see you listed LPC as a programming language, so I assume you know that). For instance, if the visible exits are north and south, I can't 'go north'. Instead, I just have to enter 'north' as a command. Likewise, I can't 'look at' a thing; it's just 'look <thing>'. It'd also be great to be able to 'take', 'get', and 'drop' certain things.

On the plus side, I like what happens when you do 'report bug'. At one time, I also considered making a resume kind of like this, except my idea was to embed it as JS code inside a PDF document. The PDF version of the resume doesn't look very good, though. It has a mostly blank first page with just a title, header, and footer when I 'print' it on my machine.



Interesting concept, re: embedding it in a PDF.

Yes, the mechanics/mudlib are a bit sparse. It's stacked on top of a ~terminal JS library, but all of the ~MUD behavior is hand-rolled. It's a bit LP/LD-family-esque, but I've tried to completely exclude as many concepts (health, heartbeats, resets, classes, etc.) as I can get away with.

(Though, if I abstract out and publish the ~game/mudlib layers at some point, I don't think I'd be opposed to it accumulating some features beyond my own golden path.)




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