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Notch's next game is an MMO

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Re: Notch's next game is an MMO

#241
post #216
post #126

Earlier quoted context omitted.

You sir, are the best hybrid of geek and reddit. Have an upboat. Shame the name is trademarked.

Wow, tons of downvotes. There goes 6 months of hard work. Bad way to start a day.

You should be aware that the HN crowd is in a massive state of collective denial where they all pretend that they are less banal than reddit.

Re: Notch's next game is an MMO

#242

Earlier quoted context omitted.

You realise how much money they've made from Minecraft yeah? If he wants cutting edge virtualisation technology he can no doubt pay for it (if it'll be fun, and he definately has an intuition for what is and isn't fun)

>You realise how much money they've made from Minecraft yeah? If he wants cutting edge virtualisation technology he can no doubt pay for it (if it'll be fun, and he definately has an intuition for what is and isn't fun) That's kinda my point, coding ability didn't limit his ability to delight people.

Is he bad at coding?

He has programmed a number of games from scratch in very short time periods without using a bunch of pre-existing tools etc.

He is obviously very much a generalist and has done everything from 2d/3d graphics , networking , gameplay handling , AI and now CPU emulation. I would imagine most AAA developers will at some point find a niche and stick to doing that.

Not to mention building minecraft which is a non trivial programming exercise in terms of managing and rendering thousands upon thousands of blocks which can all potentially be re-arranged.

Perhaps he is not John Carmack but I would be confident he is at least as good as 90% of the programmers working in the game industry.

Re: Notch's next game is an MMO

#243

Earlier quoted context omitted.

I completely agree, except I would extend this to say that all genres beyond space games should consider more "in ship/plane/building" type of interaction. For example, I've long wanted a submarine and/or battleship simulation that would provide a true feeling of being part of a huge ship, with players assuming various roles as necessary. Add a MMO element and it'd be just amazing.

After reading Niven and Pournelle's 'Mote in God's Eye' I thought a simulation of the MacArthur (a space-going battle cruiser) would make for a keen game. Captain types 'prepare the ship for spin, 1/4 g', screens flash, animated guys all over the ship jump into action. Twenty minutes later the ship is spinning, providing 1/4 g on the outside decks. I have odd notions of 'exciting' I guess. Adding the MMO element ...…

Puzzle Pirates made jobs on the boat interesting - granted it was far from realistic. Each job was just a different puzzle game, and depending on the efficiency of the player at their "job", the better it would be for the voyage.

http://yppedia.puzzlepirates.com/Puzzle#Duty_Puzzles

Would this work in an environment that was attempting to be more realistic - probably not - but I am sure a similar dynamic could be used to make a task interesting. This is after all intended to be on star-ships well in the future.

Re: Notch's next game is an MMO

#244
post #119

Earlier quoted context omitted.

Should there be a button so he could have some feedback?

No, there shouldn't :) Nothing worse than game design by committee.

>Nothing worse than game design by committee.

Notch clearly disagrees: "The game is still extremely early in development, but like we did with Minecraft, we expect to release it early and let the players help me shape the game as it grows."

Re: Notch's next game is an MMO

#245

Earlier quoted context omitted.

I completely agree, except I would extend this to say that all genres beyond space games should consider more "in ship/plane/building" type of interaction. For example, I've long wanted a submarine and/or battleship simulation that would provide a true feeling of being part of a huge ship, with players assuming various roles as necessary. Add a MMO element and it'd be just amazing.

Problem is, most things on a sub (et al) are boring. Clean this, cook that, monitor this, listen to that. You would have to constantly be under attack with only brief respite to repair your ship. Listening to whales, cooking with lard, and mopping the floors wouldn't make a compellin... actually, people pay to do menial tasks in MMOs all the time right now . How many chefs were there in Runescape, or dedicated crafte…

Exactly! I think in a weird way the mundane elements of the game could even be fun, provided there was a strong MMO backbone to it with guilds, clubs, etc...

Re: Notch's next game is an MMO

#246
post #88
post #62

Earlier quoted context omitted.

It started out as a 6502 ( https://twitter.com/#!/notch/status/184910008037818369 ), so I'm sure they're quite similar.

This screenshot is from way before his comment above, so it was indeed 6502 at that time. See also: https://twitter.com/#!/notch/status/183222415428554754

[deleted]

Re: Notch's next game is an MMO

#248
post #98
post #8

Earlier quoted context omitted.

Backstory is cool too and coincidentally appropriate for parent's username: "released, compatible with all popular 16 bit computers. Unfortunately, it used big endian, whereas the DCPU-16 specifications called for little endian. This led to a severe bug in the included drivers, causing a requested sleep of 0x0000 0000 0000 0001 years to last for 0x0001 0000 0000 0000 years."

space cowboys & endianness.

Yee-haw!

Re: Notch's next game is an MMO

#249

Earlier quoted context omitted.

Well a first person shooter engine only really needs an (x, y, look-at) tuple for each player, certainly putting thousands of players on one map is doable. You're dreaming. Assume for a moment a team of developers spend several months if not years doing infrastructure build-out to support the imagined CPU simulation system. Now they just have to implement the rest of the engine, the part powering the actual game, in…

> Assume for a moment a team of developers spend several months if not years doing infrastructure build-out to support the imagined CPU simulation system Huh? A CPU simulation is not that complicated a task. If it takes Notch several developers and years of time, he's definitely doing it wrong. > active and interacting with one another at all times. Yes. That's a solved issue, mostly. It's a large task, but it's not…

I think you might be missing the point, all simulation continues while players are offline. Implementing consistent physics in an MMO is (very) hard, but having all players simulated even when they are logged off is something else entirely. The state of the art there is things like mail systems, auction houses, and skill queues.

Re: Notch's next game is an MMO

#250

Earlier quoted context omitted.

it's just a bunch of (virtual) CPU state changes, really easy to read if you've ever simulated a CPU before. Take the INY instruction for example. it does: increment Y register, set the Z(ero) flag/bit to whether Y is now equal to zero, set the N(egative) flat/bit to whether Y is now less than zero. Or BNE (branch not equal): if the last instruction (hopefully a compare) set the Z(ero) flag, jump ahead t instructions…

"...if the last instruction..." I know this sounds like nitpicking, but that mistake right there has caused many a 6502 emulators to produce erroneous results. The 6502 core's status register is resident and the flags in it are changed only when an op-code directly does so; it never "resets" arbitrarily, so proper conditionals that act on a specific status flag can actually occur far and wide between the op-code that…

I don't know if the behavior you describe is commonplace on other cpus, but it seems quite reasonable, if only because it greatly reduces the complexity of the emulator because not every instruction has to touch every status register. What would JMP set the Z(ero) or N(egative) status bits to anyway?

I've only briefly glanced through the dcpu-16 spec, but it doesn't seem to explicitly call Z or N by the names I've imputed, I think they're just regular registers that get used for a certain purpose sometimes.

"this _sounds_ like nitpicking"

when emulating a cpu, there's nothing but nits. pick away :)

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