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by devfatigue
1853 days ago
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It talked about combat not being real-time and it was turn based but it could be multi-player. It had text pretend radio channels, corporations and you could be online at the same time hunting or being hunted by other players. You could track people back to their bases with limpet mines and use fighter destruction reports to find occupied space. It was glorious and I used it to measure ever game I played after. BRE, SRE, Food fight, LORD and MajorMud are other favorites. |
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The first "multi-node" (simultaneous player) version was the MajorBBS/WorldGroup port of the game in the mid 90s. These BBS's were typically pay-to-access since they had many phone lines... not to mention the bbs software and games were way more expensive for the sysop to purchase.
The normal doorgame version (non-mbbs/wg) eventually had multi-node support too, but not until the late 90s. I vividly remember being blown away when this came out :) Most normal doorgames didn't offer this level of real-time interactive gameplay, as it wasn't easy to implement correctly in the confines of a 16bit DOS application. Each player had their own process running, and the door author had to figure out coordination/locking/IPC using just a few primitives such as shared files.