Notch's next game is an MMO
101–110 of 264 posts
Re: Notch's next game is an MMO
#102Earlier quoted context omitted.
This is the one thing stopping me from reaching 100% rabid-fanboy-mode about this news. We already have Quake in Space, WoW in Space, and Spreadsheets in Space: I hope this doesn't turn out to be "Assembly Programming in Space". This quote gave me hope: > A cloaking field, for example, might require almost all the power from the generator, forcing you to turn off all computers and dim all lights in order to successfu…
> I'm hoping that "dim lights" means actually dimming the lights inside and being less able to see What if "dim all lights" means that the player must dim the lights in their actual, real-world room and the game will use a webcam to sense that the lights have been adequately dimmed?! :)
Re: Notch's next game is an MMO
#103Re: Notch's next game is an MMO
#104Re: Notch's next game is an MMO
#105A four paragraph website outlining the vision coupled with a simple way for customers to engage directly with the CEO of the company. Notch understands "Minimum Viable Product"
Re: Notch's next game is an MMO
#106Earlier quoted context omitted.
It's not quite as bad as it would be in a program other than an emulator, granted, but I can't imagine that it's easy to notice a bug in a 200-character line of: int pos=(ram[PC++&0xffff]+X)&0xff; byte v=ram[(ram[pos]&0xff)| And so on. It just seems like some sort of code generation would be much easier.
That kind of code generation is unlikely to exist. Each line of that code has its own specific purpose, it's not some copy pasta. And surprisingly, it should be trivial to test it! there are no conditions of edge cases apart from the conditional instructions. As long as you test for ranges and off by ones, there's no space for mistakes really. I'd take that kind of code over usual "business logic" any time :-)
Code generation doesn't need to be heavyweight.
Re: Notch's next game is an MMO
#107I hope this will be like EVE Online but actually fun. When I played EVE, I always thought that a programmable ship would be fun. Although there is a risk that programmers will get an unfair advantage. On the other hand it may get more people interested in programming. I wonder if this will ship with an interpreter/compiler for any language or whether you will have to write ASM? Surely won't be long before there is a…
I'd guess there probably would be a FORTH dialect first. It seems a lot more fitting with the context.
Re: Notch's next game is an MMO
#108Is this some hint? the year 281474976712644 - 1988 (first year of deep freeze) == exactly 2^48 And how do you get that much sleep on a 16bit cpu
Re: Notch's next game is an MMO
#109A four paragraph website outlining the vision coupled with a simple way for customers to engage directly with the CEO of the company. Notch understands "Minimum Viable Product"
Re: Notch's next game is an MMO
#110I was a developer for the ill-fated Perpetual Entertainment's Star Trek Online MMO (which was later sold and successfully launched by Cryptic Studios). Star Trek Online's #1 most common feature request from beta testers was "ship interiors." Players didn't want to play "WoW in Spaaaace " game. They wanted to play "The Sims meet Star Trek" and relive their favorite Star Trek TV episodes. That sounds like a pretty cool…
I once had the opportunity to consider licensing Star Trek to do a game around. Figuring I couldn't possibly do anything but fuck it up, I passed.