Very cool! It can become an engine for playing board game online, which don't have critical timing requirements. Is it also possible for tui-based MMO?
Hey, I'm the developer behind Grapevine, thanks for the mention! If anyone is interested in how the Grapevine web client works, it's all open source and written in Elixir with the front end being React/Redux.
Few months back, there was a story here at HN about someone writing just such game to be played over a SSH connection. There were huge problems with the fact that you cannot reliably detect when the user stops pressing a key.
IIRC, it was an action/arcade game, though, so it might be more tolerable for something not twitch-based.
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Very cool! It can become an engine for playing board game online, which don't have critical timing requirements. Is it also possible for tui-based MMO?
As in, a MUD [1]? There are still a few around.
[1] https://en.wikipedia.org/wiki/MUD
There are several MUDs you can play from telnet or your browser on Grapevine.
https://grapevine.haus/
Hey, I'm the developer behind Grapevine, thanks for the mention! If anyone is interested in how the Grapevine web client works, it's all open source and written in Elixir with the front end being React/Redux.
The main application: https://github.com/oestrich/grapevine
And the telnet connection pool node: https://github.com/oestrich/grapevine-telnet
A MUD is a text adventure - as in, requires lines of prose commands.
I believe a TUI MMO, in this sense, would be closer to a Roguelike or an action RPG, since it can process key presses directly without linebreaks.
Few months back, there was a story here at HN about someone writing just such game to be played over a SSH connection. There were huge problems with the fact that you cannot reliably detect when the user stops pressing a key.
IIRC, it was an action/arcade game, though, so it might be more tolerable for something not twitch-based.