MUDs
I think that is what I’ll do next. It’ll give me a chance to focus on one side (server) of the client/server equation. And avoid things like ‘artists’ which I cannot afford or convince to work on stuff.
If that happens, I’ll probably start throwing together a design and such (and re-posting it here as well as elsewhere). However, I will under no circumstances, announce anything that hasn’t been already finished.
So you’ll see design stuff. Maybe some year(s) down the road an actual game and codebase. Unlikely tho, I tend to be quite unreliable even on my own projects.


I decided to do much the same with Perenthia, it is primarily a text based game with some supporting icons and images. My goal was to provide a more interactive client with shortcut keys, links and graphics that players can click to execute commands rather than typing everything in.
That being said artwork was not the primary force behind the decision to go only text based, I just felt I could do more with text in descriptions and explanations than I could with images and the typical 2D type of game interface. That is not to say I won’t go down that road in the future.
Heh.
That is an argument most MUD builders have made when I was looking at various Mud-dev related threads in the forums.
They can be more descriptive than images and provide a better experience by engaging a player’s imagination.
I just think I do get frustrated with the lack of ‘coherent’ artwork to an extent and it is one of (many) stumbling blocks that cause me to lose interest in a project.
With a MUD, I’m removing two of those blocks the never-find-the-artist-and-unhappy-with-free-art and the-I-want-something-playable-now.
Good luck with Perenthia, and let me know when it is around again.