FAQ: Personality Clash

Ling K.L.Lo-94 at student.lboro.ac.uk
Mon Dec 22 09:00:39 CET 1997


Hiya!!!

Just read on pass my signature and mail bomb me afterwards.

  |    Kilo Lima Lima Oscar dash Niner Four, over and out.        ---o
_O_O_  Electronic and Electrical Division, Loughborough Corp.    <+=+=+>



Personalities Summary
~~~~~~~~~~~~~~~~~~~~~
Persons below are separated by a big line.  I chose to guess whether the
introductions in my archive were still valid or not.  The following have
been missed out (ie: bop me if you're reading this and you're not in this list):

	Greg Munt
	Shawn Halpenny
	Walter Goodwin
	Reed D. Copsey, Jr
	Jeff Kesselman
	Cynbe ru Taren
	ashen
	Martin Keegan

Don't forget, I've been away for about 6 months so my archives are somewhat
dated (my last month on here last time didn't count, select all, delete :P
Just drop me a line if you want to be added or complain how I've snipped your
bio into one that looks far too much like Jon Lambert's and excessively vague.
I've decided that this is one of the scarier things I've done, summing up
other people's lives when they're not dead... (you are, aren't you?)

At this point, I think I'll go home for Christmas. :)  Annoy my relatives
and vice-versa.  So, Happy New Year (Christmas isn't merry, asides, my lack of
religious beliefs means I'm celebrating for commercial reasons :).

Er, a few of the bios down there look more like This is Your Life bios.
Um.  Will alter to whatever after Christmas.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Travis S Casey

Occupation: Unix sysadmin
Address: casey at nu.cs.fsu.edu
Personal details:
    - Started in '89 on a Tiny variant.
    - Really started in '93 on MudDog (LP).
    - Accidently wizzed on SWmud (LP).
    - Erratic development of a cyberpunk mud.
    - Contributed some to the Lima LP mudlib.
    - FAQ maintainer for rec.games.design.
    - Married with two cats.
Signature:
       |\      _,,,---,,_        Travis S. Casey  <casey at cs.fsu.edu>
 ZZzz  /,`.-'`'    -.  ;-;;,_   No one agrees with me.  Not even me.
      |,4-  ) )-,_..;\ (  `'-'
     '---''(_/--'  `-'\_)
  rec.games.design FAQ: http://www.cs.fsu.edu/~casey/design.html

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Matt Chatterley

Occupation: Student.
Location: England.
Addresses: neddy at itl.net
           caffeine at unreal.org
           root at mpc.dyn.ml.org
Personal details:
    - Main interests are game design (theoretical), and ways to change things
        that are (tm) into things that should be (patent pending).
    - Occassional cynic, and critic of online gaming environments.
Server: Caffeine (LP)
Signature: [deleted mail from him *whistle* - Ling]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Marian Griffith (De Vries Griffith to be more precise)

Addresses: gryphon at iaehv.nl
Web page: <http://oops.forgot.com>
Interests:
    - Interest in roleplaying and game world building but will talk about
        anything ;) (except for pk because there's nothing to be added that
        hasn't been said many times already)
Signature:
Marian
--
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...

Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Michael Hohensee

Occupation: Part time student?
Addresses: michael at sparta.mainstream.net
Personal details:
     - 17 yrs of age during March '97
Server: AeMud - Arbitrarily Expandable MUD
Server concepts/features:
     - Written in C.
     - Treats all objects equally for certain common uses.
     - A spiffy and mostly efficient memory-allocation/recycling system.
	(Which may actually be kinda pointless, but it was interesting to code)
     - A command queue that is used equally by players and computer-driven
         objects.
     - Highlights include interactive portals and simulation of liquids.
Signature:
Michael Hohensee       michael at sparta.mainstream.net
http://www.geocities.com/SiliconValley/Heights/9025/
      Finger me for my PGP Public Key, or use:
http://sparta.mainstream.net/michael/pgpkey.txt

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Derrick Jones

Addresses: gunther at online1.magnus1.com
Location: Maryland, Baltimore, MD, USA
Signature:
Gunther

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Raph Koster

Occupation: Mud programmer?
Addresses: rkoster at origin.ea.com
Personal details:
    - Creative director of mud.
Server: LegendMUD, known on there as Ptah
     <http://mud.aus.sig.net>
     <telnet://mud.aus.sig.net:9999>
    - Runs a lecture series often of interest to the mudding community.
    - Origin raided the mud for talent followed by M59 two weeks later.
Server concepts/features:
    - Has evolved into a weird hybrid of LP and Diku.
Game concepts/features:
    - First classless mud.
    - Probably the first historical theme gaming mud.
Server: Ultima Online
     [Should be able to read this up in various reviews and such?? - Ling]
Signature:
-Raph

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jon A. Lambert

Occupation: 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 Cyberpunk
    - 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
Signature:
[seems to change a lot at the moment, random? - Ling]
[Well, it has his name in it :P]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
JC Lawrence

Occupation: Contract programmer.
Addresses: claw at null.net,
           coder at ibm.net,
           many others...
Personal details:
    - Rewrote space invaders in Pet BASIC.
    - Started out in '84 on Shades, SX MUD (MUD1/MUD2).
    - Wanted to make a really *NEAT* MUD server (still at it).
    - Infatuated with Transputers (who weren't?).
    - By '87, had a DB layer with area import/export, offline object coding
        and three byte long objects, [did I get that right? - Ling] heavily
        influenced by Shades.
    - Discovered LP, Tiny-*, etc. Ditched everything in favour of a simpler
        DB and event architecture running on MINIX.
    - Spent far too much time on Northern Lights.
    - Discovered MOO (pre-Lambda), liked the concept, shame about the
        execution.
    - Worked with OS/2 2.00, decided MT (multi-threading) was a neat
        replacement for parallel processing. Recoded to OS/2 and MT and
        disk-based DB model with central MOO-style DB running everything.
    - In '94, jumped on the C++ bandwagon. Rewrite.
    - Major inspirations in chronological order: Shades, MUD2, Transputers,
        Marcus Ranum, Uber, Unter, LP, Aber, Tiny*, Northern Lights, MOO,
        Stephen White, LambdaMOO, a large bunch of IBM's OS/2 developers, Cool,
        Interlude (neat!), Dave Engberg, C++, Cold, Mike Cowlishaw, Legend,
        ColdX, Greg Hudson, MUQ, BeOS, Inferno, Limbo.
    - Essentially self taught from the start.
    - Considers Guiness to be the one true form of bear, all else is a pale
       imitation [fun day on the toilets the day after - Ling].
    - Good wine is the nectar of gods.
    - "Political correctness" a lunacy from the ground up.
    - Reads, not so much now (used to be 20 novels a week). [How?? Ling]
    - Educated in pure maths and literature.
    - *Loves* religious philosophy.
    - Don't like Microsoft and refuse to work on or with any of their products.
    - Game design is a big interest.
    - Private affordable spaceflight is another.
    - Life is a game.  Enjoy it.  Have fun.  It is for the living.
    - That last one was meant absolutely literally without reservations or
        cavets.
Server: [Unnamed?]
Server concepts/features:
    - Written in C++.
    - Server has no prior knowledge of the game mechanics it is hosting.
    - DB is disk based and contains a funky rollback feature for crash
        recovery, bug hunting and logging.
    - MT.
Signature:
J C Lawrence                               Internet: claw at null.net
----------(*)                              Internet: coder at ibm.net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kam Ling Lo

Occupation: Electronic & electrical engineering student, will probably
              specialise in either digital communications, microprocessor
              design or EMC.  Or all three. :)
Addresses: K.L.Lo-94 at student.lboro.ac.uk (or elkll@ for short)
Personal details:
    - Knows far too much about cars and planes (due to overexposure from
        bods of appropriate courses).
    - All the computery stuff is self taught.
    - Thinks gameplay is not emphasised enough on the list.
    - Going for the purple hair and green eyes look.
    - Heavily sci-fi orientated.  Influences include all C64 and Amiga games
        past, various books, cartoons, especially those with 'mechs in them.
    - Strategy games, although there isn't a game out there deep enough to
        keep me amused for more than a day.
    - Somehow managed to accumulate knowledge of various paper games no one
        else has ever heard of (eg: Metagaming series).
    - Extremely critical of computer games (very few games get rated good).
    - Dislikes things by Sid Meir. :P
    - Only non-athlete in England's sports University (bit of a bummer).
Server: Renaissance (LP)
Server concepts/features:
    - Undergoing a massive overhaul right now.  Utterly gutted.
    - Switching from the tradition view that the connection controls a body
        in the game to the connection controls a soul which directs the body.
        Oughta credit JC Lawrence one day for inspiration/blatant rip-off.
    - This design should eliminate a few design problems and further minimise
        creators cheating by forcing creators to code only when disconnected
        from the body.
    - Aiming to release the mudlib towards the autumn of '98.
    - Yes, that is its only redeeming feature.
Game concepts/features:
Server: Vague (Cold)
    - Not even started.  Still learning the ColdC.
Server concepts/features:
    - Using ColdC, see their homepage <http://www.cold.org>.
Game concepts/features:
    - Meat of the mud is not remotely mud-like in the traditional sense.
    - Players direct a team of agents on a series of missions, for each mission
        a 1km x 1km world will be generated.
    - Game will be turn based with a time limit for the player to input their
        moves.
    - Players perceive the game world through the eyes of their agents, text
        descriptions will be generated on the fly.
Signature: [The fish stays no matter what, so does Loughborough]
  |    Kilo Lima Lima Oscar dash Niner Four, over and out.        ---o
_O_O_  Electronic and Electrical Division, Loughborough Corp.    <+=+=+>

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mike Sellers

Occupation: Mud programmer?
Addresses: mike at online-alchemy.com
Location: Phoenix, Arizona, USA
Signature:
Mike Sellers                     mike at online-alchemy.com
     Online Alchemy             A division of The Big Network

   Combining art & science to create new worlds.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chris Gray

Occupation: Programmer (UNIX?)
Addresses: cg at ami-cg.GraySage.Edmonton.AB.CA
Location: Edmonton, Alberta, Canada
Personal details:
    - Never really played a MUD other than his own (bar 4 hours on Northern
        Crossroads, and some LP experimenting)
    - Old enough to be the father of most of you, so his perspectives
        might be quite different
    - Done very little RPG-ing, but a fair amount of Adventure gaming
    - Thinks the Web and C++ suck big time! (shocking!)
    - Studied programming languages for AI at Alberta.  Attempted to implement
        a language called ALAI (A Language for Artificial Intelligence -
        original, huh?) but got bogged down.
    - Taught computer architecture, programming languages, and adaptive
        information systtems for the department instead.
    - PhD in required internal features for multi-user protected OSes (at
        Alberta!)   (Did you get it? - Ling)
    - Creator of programming language 'Draco' for CP/M, later ported to
        Amiga/68k.
    - CP/M version of Draco still in Simtel.  Docs managed to end up in a
        McGraw-Hill book without any permission!
    - Worked with Myrias, a parallel computer company.
    - Wrote Myrias' ANSI C compiler.
    - And Amiga Empire (rewrite of Empire, in Draco of course!)
    - Heard about MUDs and wrote a quick and dirty AmigaDUM.
    - Myrias went bust two months later (no connection!).
    - Now works with the remnants of Myrias which has been brought back to
        life.
    - After 6+ yrs, AmigaDUM it is now called AmigaMUD and can be found on
        Aminet (v1.1).
    - Isn't AmigaMUD running at a myrias.com machine?
Signature:
Chris Gray   cg at ami-cg.GraySage.Edmonton.AB.CA

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Greg Underwood

Occupation: Foole  :P  Student, primariy, Simulation design Co-Op to pay
    the bills. (as a side note, I am probably one of the younger members of
    the list, weighing in at age 23)
Addresses: s001gmu at nova.wright.edu
Location: Dayton, Ohio, USA (yeah, the place where they had the Bosnia
    Peace Talks a couple years back).
Personal details:
    - Used to work on Diku/merc/rom derivatives, specifically Eternity of
        Discord.  (the code base of which has survived in various forms under
        a couple of of different names, which surprises the heck out of me..
        it sucks. :)
    - Currently working on a home-grown project with a friend who is currently
        a lurker on the list.
Server concept/features:
    - Key features include event driver, object orientated nature of the
        program, mSQL relational database for info management and non-io
        specific, requiring specialised clients to transform data into
        something more palatable.
Game concept/features:
    - The major foci of the project include a MUCH more realistic combat model
        from Diku.  Key differences include combat between one versus many
        results in one dead opponent v.quickly, usually.
    - Heavy magic world with well defined metaphysics, which defines the physics
        of the world.
    - Primarily a numbers/resource management game, rp will be a side effect due
        to the multi-player nature.
    - Pkill & permanent deaths.
    - Player characters will include self-preservation code/instincts, player
        will have control 90-95% of the time (18/19 out of 20 commands?).
Signature:
-Greg

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Nathan F. Yospe

Occupation: part time student, writer, cartoonist.  (yes, really, all of these)
Addresses: yospe at hawaii.edu
Location: Hawaii
Personal details:
    - Interests in elements of solid state and materials science, and biochem,
        specializing in molecular genetics and crossover areas with biomedical
        science.
    - My goals are not particularly relevant to this list, aside from the fact
        that I have written sucess at them into the ancient history of my mud
        universe, by some anonymous other, fifty years after I'll likely be
        dust. The goals: complete supplemental immune system simulated by
        organic nanotechnology.
Server: Physmud++
Server concepts/features:
    - Mud built by first defining fundamental laws and then constructing the
        world in a lego-like manner.
    - Functions as a client with a single server, every text transaction and
        most decision-tree transactions are handled clientside and passed to
        the server as tokened sequences.
    - Physmudd++ has evolved in the time that I have been on this list, from a
        Diku-like C++ mud to what it is today, completely unique.
Server: GURU
Server concepts/features:
    - Started 2.5 yrs ago, completion date of December 2002
    - Graphical, VR orientated, mass scale distributed fantasy world.
    - Designed from the world go for scaleability and most of the innovations in
        Physmud++ are really those of the GURU, simplified and tested in an
        environment that I can, peice at a time, actually accomplish.
Signature:
"You? We can't take you," said the Dean, glaring at the Librarian.
"You don't know a thing about guerilla warfare." - Reaper Man,
Nathan F. Yospe  Registered Looney                   by Terry Pratchett
yospe at hawaii.edu   http://www2.hawaii.edu/~yospe           Meow

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




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