[MUD-Dev] Re: META: FAQ: Location, etc
Jon A. Lambert
jlsysinc at ix.netcom.com
Fri Dec 19 15:25:54 CET 1997
On 18 Dec 97 at 23:53, Nathan Yospe wrote:
> On Wed, 17 Dec 1997 s001gmu at nova.wright.edu wrote:
> :On Sat, 13 Dec 1997, Sauron wrote:
> :> Matt Chatterley wrote:
> :> > On Fri, 12 Dec 1997 s001gmu at nova.wright.edu wrote:
>
In the spirit of re-introduction and for FAQ-like use:
Jon A. Lambert, -- contract programmer for 12 years, primarily mainframe DBA
Addresses: jlsysinc at ix.netcom.com
Web page: <http://www.netcom.com/~jlsysinc>
Personal details:
Former BBS operator - C64 and later DOS, ran many mud-like games.
Occasional player on funny little Compuserve mud
Attempts to rationalize interest in muds as practical professional
education. :P
Player of paper & pencil games since mid-70s... primarily early
D&D, RoleMaster, Vampyre, Warhammer and Cyberppunk
Favorite Computer Games - Tradewars, Civilization, Simcity, Hammurabi,
Empire, Railroad Tycoon...Ok just about anything design by Sid Meir
Age - Too old to rock-n-roll, too young too die.
Favorite color - blue
Favorite character - Odysseus Laertes of Ithaca
Secret Project: TychoMud
Mud theme:
Greek city states - synthesis of historical period 2500-200 BC with
unique interpretations of popular and lesser known mythologies.
Game physics, sciences and medical lore almost wholly based on
Plato's wacky universe. Yes, water does flow upward, at least
through the hole in middle of Earth.
Alternate Themes:
Original FRPG campaign world.
Dark postmodern theme.
Server concepts/features:
Complete persistent objects backed by transactional relational database
Event driven and multi-threaded Graphical interface to text-based game
Object-oriented concurrent stack-based mud programming language
(a twisted genetic mutation of Rexx, Java and Ada)
Graphical user/builder component-level programming/building
Game concepts/features:
Game system based on RoleMaster FRPG - skill driven system
Heavy roleplay single account - multi-PC, NPC, or
gamemaster/storyteller Deistic intervention (always IC), capricious and
encouraged Direct deistic programmed control of in-game systems
(solar, lunar, climate, oceans, etc.)
Realistic flora and fauna ecologies (reset/repop - thou shallt not)
Resource driven economies Social, political and economic driven game
Magic rare and equipment poor Realistic professions
--
Jon A. Lambert
If I'd known it was harmless, I would have killed it myself.
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