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Actually there was a golden age where XMPP supported Google Talk and Facebook Messenger.


Here's the context https://x.com/notch/status/1874522284813107617

The Roguelike he's talking about has been his main focus for a few years now and he recently made the announcement that he's been stealth developing it in a real office with a real team. The real company in question: https://x.com/BitshiftEnt

But now he's apparently wondering if the fact that people really really want a minecraft 2 should affect his goals.


Simtown was a Maxis children's game that was a massively pared down version of Sim City. You might want to change that name.


That really doesn't make your point. "I guess so" is the absolute opposite of what a hawk would say. "I guess so" is what the comment you're replying to is still implying he'd say.

I have no idea if they edited this in later or you removed it but just pointing this out: > not a 60's style pacifist


The part you need to focus on is where he says: "I wish the first time it was done correctly."


for the record; was not edited.


Kanji's a lot less daunting when you realize they're words not letters.They convey ideas instead of sounds (heck they don't even really convey a single sound considering the number of readings)


Don't know what he wanted to talk about, but here's one I remembered off hand: https://en.wikipedia.org/wiki/Z-machine All the old Infocom games were ported to this Engine and its existence is why they're so wonderfully well preserved nowadays and can be played in a really playable form with Frotz

Also in the Adventure Game space:

https://en.wikipedia.org/wiki/SCUMM

The oriignal MUD was an engine, and there are hundreds of derivatives of MUD that are also engines, I recommend Richard Bartle's book for a really good history of it, I think it's free online.

https://en.wikipedia.org/wiki/Multi-user_dungeon#Wider_acces...

https://mud.co.uk/richard/DesigningVirtualWorlds.pdf

Bartle's own words:

> MUD was programmed in MACRO-10 assembler on a DecSystem-10 mainframe at Essex University, England, in the fall of 1978. Its author was a talented Computer Science undergraduate, Roy Trubshaw. Version I was a simple test program to establish the basic principles by which a shared world could be maintained. When it worked, Roy immediately started on version II, a text-based virtual world that would be instantly recognizable as such even today. It was also written in MACRO-10, a decision that led to its becoming increasingly unwieldy as more and more features were added. Because of this, in the fall of 1979 Roy made the decision to begin work on version III of the game. He split it in two: The game engine was written in BCPL (the fore-runner of C); the game world was written in a language of his own devising, MUDDL (Multi-User Dungeon Definition Language). The idea was that multiple worlds could be constructed in UDDL but would run on the same, unmodified engine (which was effectively an interpreter).

Not only is it clearly the same content generation process as modern engines, he even called it an engine. (this book is from 2005 IIRC but I think it's mostly a moot point what they're named)

PLATO: > There had been graphical virtual worlds before. The seminal PLATO (Programmed Logic for Automatic Teaching Operations) system went live at the University of Illinois way back in 1961, and many games were written to take advantage of both its network connectivity and graphics- capable plasma display units. Some of these laid down principles that would greatly influence the development of later computer games; some came close to being virtual worlds; some actually were virtual worlds. Orthanc, by Paul Resch, Larry Kemp, and Eric Hagstrom, was an overhead-view graphical game that, although not implementing a shared world, nevertheless allowed communication between individual players. It was written as early as 1973. Jim Schwaiger’s 1977 game Oubliette (inspired by Dungeons & Dragons and Chuck Miller’s earlier multiplayer game, Mines of Moria) had a first-person point of view and used line graphics to render the scene ahead. It had persistent characters, but was not a persistent world. Also, the interaction it allowed between characters was very limited; it was almost there, but not quite. In late 1979, the first ever fully-functional graphical virtual world was released: Avatar. Written by a group of students to out-do Oubliette, it was to become the most successful PLATO game ever—it accounted for 6% of all the hours spent on the system between September 1978 and May 198517. Again using a Fantasy setting, it introduced the concept of spawning to repopulate areas automatically after players killed all the monsters.


Is this your alt account? I am done participating in bad faith discussion. Goodbye.


What patents does Nintendo and TPC own related to pokemon, I don't see that in the press release.


If Japan has a 20 year patent limit, this is not about the concept of Pokemon. Pokemon was in the post 3rd gen era 20 years ago.


It is a japanese company I believe, so I don't think that'd work.


Corporate re-domiciliation is a thing.


From the recent preview talk at CPPNow I think we're finally getting enum reflection, which should also be able to solve this problem for us.

https://www.youtube.com/watch?v=CwYILWyTRMQ&list=TLPQMTIwODI...

timestamp - 40:47


I think the two *s merged into an italic there


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