Quote:> Blimey, you're actually on to something here. There was me thinking you
> a nutter, but I'm wrong.
It happens =)
Quote:> So you basically have a script running on a web server that accepts HTTP
> POST input. The client sends commands to the server, the server interprets
> the commands, changes the game status and then feeds the results back to
> client. I like it. Yeah, I see, you don't actually have to have it running
> as a service or a daemon on the server. I see what you're getting at.
> very interesting.
Yep. Now you're on our wave length! The actual technology side of things -
the communication through POST to a webserver is something we've developed
in my company for a commercial product, and it works really well. We've
taken it a fair bit further than just POSTing and getting simple info back
by POSTing scripts to get the PHP we've used to work on the mySQL back-end
(f'nar)... (does that scan? Business lunch+red wine=frazzled mind)
The idea of using it for a full game came to us recently, and Chaos seemed
the obvious choice because it's so *y good - and the ability to get a
gooey blob to blob-up someone in an office in LA seemed too good to miss!
Quote:> I suggest that you don't concentrate on writing an actual server, just
> writing a specification. From there, people can write servers and as long
> they abide by the specs and conform to the specs then any client can
> to them. People will be able to write different servers for different
Well, PHP and Perl are our thing, and they're nice and portable - but I know
what you mean. We're going to sort out the specs and protocol first, then
develop the first openchaos server and client in tandam - the client will
have the original Spectrum graphics with Julian Gollop's permission =). From
there, clients can be written to be as flashy or simple as you like - from a
text-mode one for Linux to a full-on DirectX fuelled 3D extravaganza -
whatever anyone fancies. (We'll be doing Shockwave and PalmOS first we
Quote:> One thing that does need to get sorted is that it should follow the
> spec of chaos as closely as possible. When I played Jim Purbrick at Law,
> own Gooey Blob killed me. That never happened in the original Chaos. Is
> Jullian Gollop willing to answer our qestions on this?
He's completely hands-off, he's got his own life to be getting on with...
but I've played Chaos like you wouldn't believe - it's the only game I've
played on my humble (8Mb, 100MHz Cyrix) laptop. So it's going to follow the
Speccy original to the nth degree, simply because I won't rest until it
does. (We might even build in a few of the bugs!)