Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site iuvax.UUCP Path: utzoo!watmath!clyde!burl!we13!ihnp4!inuxc!iuvax!notes From: notes@iuvax.UUCP Newsgroups: net.games.rogue Subject: Re: How about Multiplayer Rogue? - (nf) Message-ID: <385@iuvax.UUCP> Date: Wed, 18-Apr-84 01:02:34 EST Article-I.D.: iuvax.385 Posted: Wed Apr 18 01:02:34 1984 Date-Received: Thu, 19-Apr-84 03:05:31 EST Sender: notes@iuvax.UUCP Organization: Indiana University Lines: 29 #R:sdccs7:-119400:iuvax:9800024:000:1273 iuvax!apratt Apr 17 13:28:00 1984 Writing a multi-player game is not as trivial as you may think. One of the things which makes Rogue a thinker's game (?) is the fact that you & the monsters take turns, rather than having the monsters move while you sit and think (like they do in warp). With several people, you would have to coordinate the moves, or else make the game "real-time". Real-time games on time-sharing computers are notoriously troublesome (check "empire" on PLATO for an example -- and ever play "aliens" on your UNIX system?), and this goes double for systems where all games are "niced" to 4 or so... Inter-terminal tic-tac-toe (a two-player game where the players take turns) is about as complex as you want to get, really. Also, there IS a multi-player dungeon game being developed. We are an alpha site for it, and I must say it's not very good... It's unreasonably slow when two people are playing at once, and unreasonably hard when you're alone (can't gang up on monsters). Of course, I said it's BEING DEVELOPED, so I expect it'll improve. Please do not mail me asking for information. The game is not ready for public consumption. Thanks. ---- "Fritz! They've killed Fritz!" -- Allan Pratt ...ihnp4!inuxc!iuvax!apratt (please do not respond to iuvax!notes)