Earlier quoted context omitted.
Why? It's just a big switch/case over the instruction set by the looks of it. Those things can get pretty damn large if your are implementing anything close to a proper CPU. It's just very condensed, I imagine so he can change a bunch of values and re-test quickly.
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.
Notch's next game is an MMO
91–100 of 264 posts
Re: Notch's next game is an MMO
#92Re: Notch's next game is an MMO
#93I 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…
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…
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
#94Re: Notch's next game is an MMO
#95Technology of note: "The computer in the game is a fully functioning emulated 16 bit CPU that can be used to control your entire ship, or just to play games on while waiting for a large mining operation to finish. [...] The cost of the game is still undecided, but it's likely there will be a monthly fee for joining the Multiverse as we are going to emulate all computers and physics even when players aren't logged in.…
This essentially embraces "macroing" as part of the game. Something every MMO out there has tried to fight and usually ends up losing. Makes me wonder if he will provide a way for players to sell the programs they make for in-game resources. This aspect alone is enough to excite me, can't way to play it!
If there's a living designer who could pull it off then my money would be on notch.
Re: Notch's next game is an MMO
#96I 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…
Figuring I couldn't possibly do anything but fuck it up, I passed.
Re: Notch's next game is an MMO
#97I 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…
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…
In fact the best thing about SFB was how power was a limited but very flexible resource -- should I go faster, overload weapons, reinforce shields, power special maneuvers, tractors, repairs, etc. I can see how you could build a great MMO around this.
Re: Notch's next game is an MMO
#98Technology of note: "The computer in the game is a fully functioning emulated 16 bit CPU that can be used to control your entire ship, or just to play games on while waiting for a large mining operation to finish. [...] The cost of the game is still undecided, but it's likely there will be a monthly fee for joining the Multiverse as we are going to emulate all computers and physics even when players aren't logged in.…
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."
Re: Notch's next game is an MMO
#99Between this and http://www.ftlgame.com/ , it's nice to think that the scifi games I used to be only able to dream about are slowly becoming real.
Re: Notch's next game is an MMO
#100Technology of note: "The computer in the game is a fully functioning emulated 16 bit CPU that can be used to control your entire ship, or just to play games on while waiting for a large mining operation to finish. [...] The cost of the game is still undecided, but it's likely there will be a monthly fee for joining the Multiverse as we are going to emulate all computers and physics even when players aren't logged in.…
Programmable 16-bit CPUs? Sounds like work disguised as gaming!