Exotic AKOS features

Anders Petersson bineng@bespin.dhs.org
Sat, 09 Oct 1999 18:09:02 +0200


First, don't go all nuts about this. I'm merely pointing out some nifty 
things that could be done.

A working akos system could be extended to a web server without too much 
hassle. The server code would have to be modified to listen for and accept 
http connections like it does for akos clients. And like for akos clients, 
the server would delibrately have to transmit I/O between http clients and 
the in-game system (done by hardcoded source code).
The rest of the work could be done by interpreted code inside the game. 
Some simple mechanisms could be set up to give http clients intelligent 
replies, most likely picking and returning the right data from a set of 
text objects. More advanced features could be implemented too, ofc. Maybe a 
dynamic page that shows statistics about the server, the in-game system or 
something. Players could have access to "webbed" objects too.

The only fixed point is the server's ability to interface the client and 
_translate_ signals between that interface and the object system.
This holds for any connection type, really. Imagine an IRC server 
interface. With some simple akos server code, we can create an IRC server 
and accept ordinary irc connections as well as giving akos players access.
Imagine: You're in the game. You walk into a room and see a computer 
terminal on a wall.. you walk over to it, and see what's on the screen: an 
IRC channel - just to chat away with people that have never heard of AKOS. 
(Until someone stabs you in the back, perhaps ;)

binEng