A Tale in the Desert II Goes Open Beta
Teppy writes "Yesterday afternoon, A Tale in the Desert II launched its open beta. Sometimes called 'a strange psychology experiment', ATITD is a competitive, independently developed PC MMO game, previously covered on Slashdot, based on socialization. Windows and Linux clients are available for download from the official website. If Slashdot readers use the special code 'farmertaco' and visit a school of Art and Music, special goodies await." We've previously covered the first iteration of this unique, combat-free MMO.
Perhaps I am old, but any online game where you can't bunny hop, strafe jump, head shot, team kill or spawn kill just doesn't feel right.
:-)
And I don't even want to know if camping in this game involves a skill roll and tent pegs, please...
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While I enjoyed playing ATITD for my test area, I would never have subscribed to it, for the reason that it's boring to gather stuff, make it into stones/bricks/straw and then do stuff with that, etc. etc. etc. A game has to be fun for me to want to play it, and ATITD, the epitome of the grind (repeating something to death) just doesn't do it for me.
While I didn't try it, ATITD seemed to be one of those games which you could macro incredibly easily - you click to move around, and depending on where you are standing, you can do certain things (such as pick up slate or gather mud). Did anyone try macroing in ATITD?
I can't say I strongly disliked ATITD, it is a revolutionary game which showed that MMOs don't have to be about killing monsters or other people to be fun, but I fear that ATITD II will again be a niche game to those who don't mind the monotony of repeatedly doing the same thing.
Coincidentally, I wrote an article about this on Starglade recently - "Grinding Time".
aterr - an open source threaded discussion board.
A mac port is currently in progress (written by the same guy who wrote the linux client), and supposedly very close to completion.
I know someone (that I work with) who has been helping with the OSX port, which is, as rumors indicate, close to done. From my understanding.
The whole process has been good for the client software as well. In the process of porting it, lots of things got cleaned up - something about gcc not being so friendly about inefficient coding practices as VC++ is. Perhaps I can convince that person to come post something nice and long about the wonderful joys of making the client byte-order independent.
Is it the endless hours "training" (e.g., clicking endlessly over the same icon until it dies, then find next)? Or the repetitive quests? I honestly can't see why, but there must be something to them - because the moment they get bored with the game or become too powerful (if you don't get your character resetted before, which kinda makes your efforts useless), they switch to yet another MMORPG as fast as they can.
I haven't played any in quite a while. So perhaps i'm missing something.
Just download from one of the mirrors to the right side of the home page. When you install it, it'll say "A Tale in the Desert" (not II), but once it's installed you can choose to play ATITD or ATITD2 beta. It's very confusing, I know.
Actually, the network code was already byte order clean, however lots of the internal buffering code, and actual graphics code made assumptions about the byteordering in memory which where incorrect. Those are just a matter of tracking them down...
As for using network byte-ordering for eveything in RAM that is just horribly nuts... (why should I byte swap every int and every pointer before it ever saved in RAM...) The game was written to be portable, but over its lifetime, it was never tested and audited to ensure that it work on anything except PC hardware)