Very cool! It can become an engine for playing board game online, which don't have critical timing requirements. Is it also possible for tui-based MMO?
Hey, I'm the developer behind Grapevine, thanks for the mention! If anyone is interested in how the Grapevine web client works, it's all open source and written in Elixir with the front end being React/Redux.
Few months back, there was a story here at HN about someone writing just such game to be played over a SSH connection. There were huge problems with the fact that you cannot reliably detect when the user stops pressing a key.
IIRC, it was an action/arcade game, though, so it might be more tolerable for something not twitch-based.
Upon connecting you get only a blank window. All input seems to be ignored. I can verify via packet capture that the keystrokes are being sent from the client to the server with one key per packet. The server doesn't seem to send much of anything after the initial negotiation. If you wait a while (several minutes) it eventually sends the
arrows to move
keys to change letter
space to stamp
instructions. But even then the rest of the window is blank and input is still ignored.
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[ 2.6 ms ] story [ 82.3 ms ] threadAs in, a MUD [1]? There are still a few around.
[1] https://en.wikipedia.org/wiki/MUD
https://grapevine.haus/
The main application: https://github.com/oestrich/grapevine
And the telnet connection pool node: https://github.com/oestrich/grapevine-telnet
I believe a TUI MMO, in this sense, would be closer to a Roguelike or an action RPG, since it can process key presses directly without linebreaks.
IIRC, it was an action/arcade game, though, so it might be more tolerable for something not twitch-based.
Seems overloaded... show's what happens when you expose a simple server to Show HN!
Here some ideas to get it back, the most straighforward for home brewers being `brew install telnet` :
http://osxdaily.com/2018/07/18/get-telnet-macos/
https://github.com/rastapasta/mapscii