I was thinking about bringing my game online, but I could not reconcile the turn-based nature of Roguelike with real-time nature of online gaming.
One player cannot wait indefinitely for other player turn.
There is a multiplayer roguelike based on Angband. They make it work because they use a ticking clock.
I've never played any Ultima game, but I did play my share of
Roguelikes. I've even wrote one as an experience in learning Rust. https://smokku.itch.io/roguelike
Does Ultima IV differ much from a typical Roguelike? as these are
very popular now. People are writing a ton. There even is an annual
event - see https://7drl.com/
I was thinking about bringing my game online, but I could not
reconcile the turn-based nature of Roguelike with real-time nature of online gaming. One player cannot wait indefinitely for other player
turn.
-- smk --- ENiGMA 1/2 v0.0.14-beta (linux; x64; 20.11.1) * Origin: X65.zone (21:1/222)
gameplay. With Rogue you've got...a dungeon. With the Ultima series you have got a dungeon (or multiple dungeons), as well as a surface world, towns, castles, lakes, rivers, even pirate ships that you can fight and
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