NintendoAge http://nintendoage.com/forum/ -Sqooner etherNES http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=4286 2008-01-09T20:50:18 -05.00 bunnyboy 25 etherNES http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=4286 2007-12-20T20:04:06 -05.00 bunnyboy 25 There may be other places that will do it cheaper, but its not possible to avoid at least a couple thousand just for the molds. ]]> etherNES http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=4286 2007-12-20T19:25:51 -05.00 bunnyboy 25 etherNES http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=4286 2007-12-12T19:33:35 -05.00 bunnyboy 25 ]]> etherNES http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=4286 2007-12-12T13:19:42 -05.00 bunnyboy 25 Originally posted by: bunnyboy

For anyone that wants to help, all you have to do is design the complete game Only thing close to a mud I played was Angband, then the multi player version wasn't stable. Another option would be an original Warcraft, Civilization, or other castle building type game. NA clan warfare? I generally don't like Koei games but a strategy type like L'Empereur may also be good. I will have to check out Shadowgate...<br><br>
For a MUD type most likely the entire game engine would need to be on the cart, then the player/weapon/map info would be downloaded every time you connect to the server. As you play the nes and server would constantly exchange updates.<br><br>
For a castle building it could be simultaneous timed turns. Everyone gets 10-30 secs to set up what they want to do, then it is transferred to the server. Server then processes each person in order and sends out the updates. That way you are not waiting a long time for every other person to sequentially do their turn. Internet latency would also not be as much of a problem because its not real time action


Maybe something like Rampart would work, or like a NES version of crossbows and catapults. ]]>
etherNES http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=4286 2007-12-12T11:50:46 -05.00 bunnyboy 25
Then games written to use it would not be expensive to make.

Al ]]>
etherNES http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=4286 2007-12-12T00:52:27 -05.00 bunnyboy 25 design the complete game Only thing close to a mud I played was Angband, then the multi player version wasn't stable. Another option would be an original Warcraft, Civilization, or other castle building type game. NA clan warfare? I generally don't like Koei games but a strategy type like L'Empereur may also be good. I will have to check out Shadowgate...

For a MUD type most likely the entire game engine would need to be on the cart, then the player/weapon/map info would be downloaded every time you connect to the server. As you play the nes and server would constantly exchange updates.

For a castle building it could be simultaneous timed turns. Everyone gets 10-30 secs to set up what they want to do, then it is transferred to the server. Server then processes each person in order and sends out the updates. That way you are not waiting a long time for every other person to sequentially do their turn. Internet latency would also not be as much of a problem because its not real time action ]]>
etherNES http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=4286 2007-12-11T19:13:06 -05.00 bunnyboy 25 etherNES http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=4286 2007-12-11T18:00:04 -05.00 bunnyboy 25
Plus having a computer server you could have the game run in waves, so after three weeks or so it would start over and everyone that came in late in the game would have a fair chance from the start.

Sorry, I'm way too excited at the potential of this.

If anything like this is possible, I'd be happy to help out in any way I could.

I, for one, have no qualms with waiting half a second after every input, for something as unique as this. ]]>
etherNES http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=4286 2007-12-11T16:18:16 -05.00 bunnyboy 25