Discussion:
InFiNiTy CoMpLeX copyright fate?
(too old to reply)
Mike Mol
2005-02-11 13:36:40 UTC
Permalink
Whatever happened to the company that owned InFiNiTy CoMpLeX? I'm
building specs for a clone, but I want to figure out legal issues
before I try to implement it.

(And even if cloning it isn't possible, specs would at least serve as a
testament to how sophisticated that game was.)
Questman
2005-02-12 01:44:09 UTC
Permalink
Post by Mike Mol
Whatever happened to the company that owned InFiNiTy CoMpLeX? I'm
building specs for a clone, but I want to figure out legal issues
before I try to implement it.
(And even if cloning it isn't possible, specs would at least serve as a
testament to how sophisticated that game was.)
I own Infinity Complex. It was originally written by Parallex, but I
purchased the rights to it and still sell the game for MBBS/WG systems.
I'm porting it up to the WG v3.3/4.0 for Win32 now.

I'd obviously be against a clone, but would love any input you have for
the game's further development. I'd like to get it back into the
mainstream, since it's been off the market a while.

Rick
Elwynor Technologies
Mike Mol
2005-02-18 14:21:47 UTC
Permalink
[snip]
Post by Questman
Rick
Elwynor Technologies
I sent you an email five days ago, but I still haven't gotten a
response. Is your reply-to address munged?

Google groups doesn't handle that well; It abbreviates the visible
email address even if I try to view the original message. But it lets
me send messages to the given address.
Questman
2005-02-18 22:31:10 UTC
Permalink
Post by Mike Mol
[snip]
Post by Questman
Rick
Elwynor Technologies
I sent you an email five days ago, but I still haven't gotten a
response. Is your reply-to address munged?
Google groups doesn't handle that well; It abbreviates the visible
email address even if I try to view the original message. But it lets
me send messages to the given address.
Yes its munged ... send it to majorbbs .... at..... elwynor.com
David Nesting
2005-02-20 03:26:23 UTC
Permalink
Post by Questman
I own Infinity Complex. It was originally written by Parallex, but I
purchased the rights to it and still sell the game for MBBS/WG
systems.
Post by Questman
I'm porting it up to the WG v3.3/4.0 for Win32 now.
How about a port to something more mainstream? Maybe a port for
POSIX-based systems? I know I'd love to see this game revived, but
that's not going to happen while it's confined to the WG platform.

David
Questman
2005-02-20 16:08:57 UTC
Permalink
Post by Questman
Post by Questman
I own Infinity Complex. It was originally written by Parallex, but I
purchased the rights to it and still sell the game for MBBS/WG
systems.
Post by Questman
I'm porting it up to the WG v3.3/4.0 for Win32 now.
How about a port to something more mainstream? Maybe a port for
POSIX-based systems? I know I'd love to see this game revived, but
that's not going to happen while it's confined to the WG platform.
David
Yes - we'll be doing that next. We're trying to be supportive of WG as
much as possible, but the game will definately become available for non
WG systems as well.

Stay tuned...

Rick
Mike Mol
2005-02-21 22:49:21 UTC
Permalink
One of the suggestions I made in my (apparently lost) email was to make
the IC server essentially a telnet server, possibly with SSL.

You'd then be able to build the *much* simpler clients for any OS you
wanted, be it WG/dos, WG/win32, win32, linux...

The server could authenticate by IP or by RADIUS, to allow the sysop to
control who uses his game server.

Personally, I'd suggest opening the protocal spec to allow third
parties to develop more advanced clients, with you still making money
off of server licenses. That way you might see everything from
telnet+macro style to FPS-style to birds-eye-view and Nethack-style
clients. All without additional effort on your part.
Questman
2005-02-21 22:57:20 UTC
Permalink
Post by Mike Mol
One of the suggestions I made in my (apparently lost) email was to make
the IC server essentially a telnet server, possibly with SSL.
You'd then be able to build the *much* simpler clients for any OS you
wanted, be it WG/dos, WG/win32, win32, linux...
The server could authenticate by IP or by RADIUS, to allow the sysop to
control who uses his game server.
Personally, I'd suggest opening the protocal spec to allow third
parties to develop more advanced clients, with you still making money
off of server licenses. That way you might see everything from
telnet+macro style to FPS-style to birds-eye-view and Nethack-style
clients. All without additional effort on your part.
These are good ideas - yes, I think it makes sense to open the client
spec.

I definately will go with this approach. First, I have to go through
and clean up the code. It was written 16 years ago. :)
Corey
2005-02-22 01:22:38 UTC
Permalink
To: Mike Mol
Re: Re: InFiNiTy CoMpLeX copyright fate?
By: Mike Mol to alt.bbs.majorbbs on Mon Feb 21 2005 02:49 pm
Post by Mike Mol
One of the suggestions I made in my (apparently lost) email was to make
the IC server essentially a telnet server, possibly with SSL.
You'd then be able to build the *much* simpler clients for any OS you
wanted, be it WG/dos, WG/win32, win32, linux...
The server could authenticate by IP or by RADIUS, to allow the sysop to
control who uses his game server.
Personally, I'd suggest opening the protocal spec to allow third
parties to develop more advanced clients, with you still making money
off of server licenses. That way you might see everything from
telnet+macro style to FPS-style to birds-eye-view and Nethack-style
clients. All without additional effort on your part.
sounds like what Guile did with his crossroads of the elements.
he said the worst part was write all the routines to replace the
btrieve stuff.
Mike Mol
2005-02-24 14:30:07 UTC
Permalink
Post by Questman
I own Infinity Complex. It was originally written by Parallex, but I
purchased the rights to it and still sell the game for MBBS/WG
systems.
Post by Questman
I'm porting it up to the WG v3.3/4.0 for Win32 now.
I'd obviously be against a clone, but would love any input you have for
the game's further development. I'd like to get it back into the
mainstream, since it's been off the market a while.
Rick
Elwynor Technologies
How about allowing different servers to link their maps? Essentially
relay a player's connection to another server if they wander onto that
part of the map.

Also, instead of just individual personal and team rooms, players and
teams could claim "territories." A territory could have laws that, for
example, limited loitering by non-team-members, prevented PvP (i.e. a
demilitarized zome), or prohibited the use of certain abilities.

Mike

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