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This is a discussion on "custom clients. Good or bad?" in the Top Mud Sites MUD Coding forum : Greetings everyone! I have spent the last 4 years working on a Mud engine, before scrapping it and starting over fresh. I wrote the new version of the engine in C# with .NET 3.5, and I am currently in the process of finalizing a Gui based tool kit for designing the Mud project. The only thing that concerns me is my lack of knowledge when it comes to telnet and networking. I had planned on writing my own server code, and the server would sit on a couple Windows based servers (or linux when the project port to Mono ... |
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#1 |
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New Member
Join Date: May 2008
Posts: 4
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custom clients. Good or bad?
Greetings everyone! I have spent the last 4 years working on a Mud engine, before scrapping it and starting over fresh. I wrote the new version of the engine in C# with .NET 3.5, and I am currently in the process of finalizing a Gui based tool kit for designing the Mud project. The only thing that concerns me is my lack of knowledge when it comes to telnet and networking. I had planned on writing my own server code, and the server would sit on a couple Windows based servers (or linux when the project port to Mono is completed) and then write a custom client that users will download and use to connect to the server. I thought a custom client would be good, as I can share most of the code between .Net, .Net compact Framework, and Mono, but I suppose cross platform could be easily achieved with a telnet client or PHP based client.
What do you guys think? The goal is to have a version of the engine running on windows & linux, with client support on windows, linux, Mac OSX, Windows Mobile & PalmOS. What are the pro's and cons for running a custom client? If telnet is the best solution, where should I go for documentation on it? I don't know anything about coding telnet. Thanks in advance! Johnathon Airhead Gaming |
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#2 | |
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Member
Join Date: Feb 2006
Location: Seattle
Posts: 144
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Re: custom clients. Good or bad?
Quote:
One thing to keep in mind is that if your custom client won't include common functionality of existing telnet clients, you're probably better off just implementing telnet. |
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#3 | |
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Member
Join Date: May 2004
Name: Jeremy
Location: Bellingham, WA
Home MUD: http://www.ironrealms.com
Posts: 37
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Re: custom clients. Good or bad?
Quote:
For example, if you have a 'PLAY NOW' button on your front page, or you have a form based login page that immediately starts a client when they submit, you are light years ahead of most MUD's. Most muds require a player to download a third party client. The person then has to be savvy enough to configure and install. Then they have to figure out how to use this beast to connect to your game (and not someone else's). This is a lot to expect from someone who has never played a MUD before. This problem is one of the biggest barriers facing MUDs. At the very least you should have a simple custom client that will allow them to connect to your game quickly and easily. The key being quickly and easily. Once a player is into a game, understands how MUDs work, they will learn about custom clients with more power for what they may want to do. |
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#4 |
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Member
Join Date: Dec 2007
Posts: 30
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Re: custom clients. Good or bad?
Fewer players willing to try:
Studies on various shareware dev sites has shown that as a client gets larger, it gets fewer download. I think the current sweet spot is 50-100 meg. (NOTE: This is way more than your typical MUD client. :-) ) Flash seems to the popular choice for language today because (according to the wisdom of the forums) almost everyone has Flash installed. (You might want to look at metaplace.) Java seems like the next choice (runescape has done well with this), followed by your own C++/etc. Customizable UI - I think this is important, but I suggest you go beyond teletype (Teleprinter - Wikipedia, the free encyclopedia) functionality and have multiple windows, maps, etc. (As has been discussed in other posts.) If you're just doing the same-old UI with a pretty background, your own client may not be worth it. |
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#5 |
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Senior Member
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Re: custom clients. Good or bad?
Gold jacket, green jacket, who gives a ****.
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#6 |
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Legend
Join Date: Apr 2002
Name: Richard
Location: München
Home MUD: God Wars II
Posts: 1,534
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Re: custom clients. Good or bad?
Perhaps - but requiring the download of a specific client, as the OP seems to suggest, is a big entry barrier for muds. Requiring the use of a specific client can also be an entry barrier for experienced mudders, as you have to convince them to stop using their favourite client.
Most muds don't require any downloads at all - they work with raw telnet, or can be accessed directly from certain mud sites. The prospective player may be encouraged to download a client, and having a decent custom client can certainly be a big plus (although not so much in terms of reducing the entry barrier), but they are not usually required to download anything before they enter the mud. |
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#7 |
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Member
Join Date: May 2005
Posts: 137
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Re: custom clients. Good or bad?
I think if a client helps to make a great game, then it is good. For example downloading a client for a 3D game is usually no problem for me as long as there appears to be some quality.
If say you make a text MUD client, and it is worse than zMUD and adds nothing really new then that would make me hesitant to download it. However say I primarily use telnet instead because I don't want to buy a client, then your client could very well become the client of choice if it isn't worse than telnet. It is fun to download new software . |
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#8 | ||
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Member
Join Date: May 2004
Name: Jeremy
Location: Bellingham, WA
Home MUD: http://www.ironrealms.com
Posts: 37
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Re: custom clients. Good or bad?
Quote:
Quote:
The best option for MUD owners is to have a simple flash or java client on their site which can quickly get new players into the game. Nothing that requires installation, it just play right in the webpage. Then move them on to something more powerful. |
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#9 | |
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Member
Join Date: May 2004
Name: Jeremy
Location: Bellingham, WA
Home MUD: http://www.ironrealms.com
Posts: 37
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Re: custom clients. Good or bad?
Quote:
Your best bet is to make a simple client that can be played directly in your webpage. It should have simple alias, macro, and trigger support. It should have clean graphics, status bars, and so on. Something professional looking that will get a player right into the game. Once a new player learns more about MUD's they are probably going to move up to something more powerful. |
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#10 | |
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Member
Join Date: May 2005
Posts: 137
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Re: custom clients. Good or bad?
Quote:
. My opinion is that if you feel the game you design requires the player to write macros/triggers then you might need to ponder what the game is about. The game should probably be designed so that triggers aren't needed. |
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#11 | |
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Senior Member
Join Date: Oct 2002
Posts: 276
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Re: custom clients. Good or bad?
Quote:
But it is a catch-22. The more someone can do with you macro, trigger, alias and script system, the more vigilant you have to be at watching for people botting, but at the same time, the happier the user is with the client they use, when employing "allowed" tricks and helpers. And, *almost everyone* is going to find something they wish they could display differently, work out without using pen and paper, or use to help them in a way the existing mud/client won't, as it stands. |
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#12 |
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New Member
Join Date: May 2008
Posts: 4
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Re: custom clients. Good or bad?
Thanks for the tips everyone, the main goal of designing this engine is to make creating MUDs easy, it has a tool kit with a real clean UI with drag and drop support for linking rooms to doors. I don't plan on building a large MUD with it, but rather releasing the MUD for 3rd party developers to make games with.
That being said I would not know where to begin with the telnet side of things, how would I go about writing a server that supports telnet? As for custom clients, the goal was to provide a new user with a simplified experiance. Alot of times trying to remember all of the commands available or what commands do what can confuse a new player, and thus the reason behind a possible custom client with a UI so the user won't need to enter commands. The client download size should be less than 1MB (not including the .NET framework for windows machines) due to the server containing all of the files. The client should just send a command to the server, server parse it and send back text to display in the console. Am I going about that in the right way? clients should not have any of the game files stored on their local machine to prevent hacking correct? Thanks again everyone. Johnathon Airhead Gaming |
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#13 |
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Member
Join Date: Feb 2006
Location: Seattle
Posts: 144
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Re: custom clients. Good or bad?
Yeah, I can't remember who said this, but the quote goes 'always remember the client is in the hands of the enemy'.
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#14 | ||
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Member
Join Date: May 2005
Posts: 137
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Re: custom clients. Good or bad?
Quote:
It is when the triggers are capable of sending data back to the MUD you start to get very close to automating gameplay. If you look at some scripts on Zugg Software's forum you can see that some of it is pretty questionable. Atleast if you would like to run a game that is somewhat fair to users both with and without zMUD. Quote:
. That's in my opinion the kind of gameplay to avoid designing. |
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#15 | |
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Member
Join Date: Jan 2006
Posts: 135
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Re: custom clients. Good or bad?
Quote:
To enable it you have to: 1) Click Start 2) Click Control Panel 3) Select Programs and Features 4) Select Turn Windows Features on or off 7) Click the checkbox beside the telnet client 6) Click OK Hope that helps. |
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#16 | |
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Member
Join Date: Jan 2006
Posts: 135
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Re: custom clients. Good or bad?
Quote:
Wikipedia on Telnet Sourceforge project - .NET Telnet Google is my friend! |
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#17 |
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New Member
Join Date: May 2008
Posts: 4
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Re: custom clients. Good or bad?
Thanks for the links and info, I'll take a look at it. Maybe the best thing to do is instead of writing my own networking engine, write it all to work with telnet, provide a custom client as an optional download, but still allow the game to be played through traditional telnet clients or php based web pages for those that have clients they prefer.
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