Well .. I've put a bit of thought into this , some of my solutions are highly theoretical but here goes ..
As far as the client game is concerned ,I've seen this little beauty multiplex up to 64 sprites.That in conjunction with a scrolling background and some sound/music (Handled by Irq or raster interupts) and hey presto .. one diablo-style game ..I've done some testing and the results were pretty good
Now, I use an xe1541 cable to connect to 64hdd and I got to thinking .. hang on..if I can use a laptop to emulate a diskdrive, why cant I bypass the slow buggy IO routines entirely and down and upload information directly via the serial port ?? I realize that there are speed issues here but I plan to transfer just the game-state (managed by an irq-interupt {like in the old c64 irq tape loaders} so as not to disturb the main game loop) which would just be a couple of bytes, also I've been looking at a little job called Jiffydos (
http://cmdrkey.com/cbm/prodinfo/jiffydos.html) , now as far as I understand, all this little chip does is replace the kernal IO routines and it speeds up IO by something like 400% (Dont quote me on that) this is an indication that the speed I need is THERE
.the c64 would interface with a middleware component written in delphi on a PC (sounds complicated dont it) but that section is already 60% done .. the idea behind this is to keep all the hectic number crunching away from the c-64, also the middleware component can serve as a gateway to existing services such as irc or icq, all the clever suff such as account management and client connections could be handled by the Interface..
well thats pretty much my proposal in a nutshell,Like I said a lot of the methods are very theoretical , If anyone can see any GAPING holes in the ideas I've outlined I'd be really happy to hear from you..But If I dont try this , I'll never know