[MUD-Dev] FAQ: Personality Clash
JC Lawrence
claw at under.Eng.Sun.COM
Mon Dec 29 15:40:30 CET 1997
On Mon, 22 Dec 1997 08:17:52 PST8PDT
Ling <K.L.Lo-94 at student.lboro.ac.uk> wrote:
...deletia...
> JC Lawrence
> Occupation: Contract programmer.
...etc...
Preferred:
--<cut>--
J C Lawrence
Notes:
MUD-Dev list owner.
All postings as list owner are identified as such.
Occupation:
Contract programmer for 15+ years, ex-school teacher, printer,
sailor, fisherman and other sundries, small time SF&F, writer,
dinosaur, philosopher. Self taught.
Addresses:
claw at null.net (work)
coder at ibm.net (home)
Please use these in preference to all other addresses.
Personal details:
Started MUDding in '84 on Shades, SX MUD (MUD1/MUD2), and still
heavily influenced by same. Was a part of the IOWA project with
Pip Caudrey. Been working on a MUD server on and off since '85.
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.
Self-educated in pure math, english literature and religious
philosophy.
Server:
Unnamed, but last referred to as "Murkle". There are several
increasingly sarcastic acronymic expansions of "murkle" that are
left up to the reader to discover.
Server features:
Written in C++. Compleatly persistent world achieved by
transactional persistant store. Event driven heavily
multi-threaded lockless server design. OO internal programming
language ala Python/C. Server has no prior knowledge of the game
mechanics it is hosting. DB (persistant store) is disk based and
contains a full rollback feature for crash recovery, bug hunting
and logging. Same rollbacks allow for limited time travel by
users. Free user programming allowed. No logical difference
between mobiles, NPCs, and players. Players may control multiple
bodies simultaneously. Swarm-type bodies as possible. Players are
heavily abstracted from their characters, which are heavily
abstracted from their character bodies. Players connect to
accounts, from which they select characters to play, which in turn
control bodies. Thous shalt not repop, and thou shalt not reset.
No global namespace in game, players and characters all have
individual private namespaces.
Game features:
Particle based energy-centric resource economy drives and limits
the game world. Magic is merely a side-effect of the particle
economy. Permadeath. Free PK. Extremely high magic world. No
particular interest in RP. GoP-centric. Players and mobiles may
freely steal bodies from each other. The goal is to re-attain
godhood. Resolution of control from body toward player is
generally not possible. Violently fluid programmable combat where
very minor items and affects can be devastating. Skill webs. No
real levels. A human should never have to wait for a machine --
there is no waiting. Heavy use of unstable positive feedback loops
for populations and NPC behaviours.
Scenarios:
Bubba and the Crystalline Tree
The Great God GooGoo and his holy relics
Castle Krack, the Elven Forest, and the Sceptre
UggUgg's mana fight
Orc breeder/fighter/nobles
Mobile population migrations
A farcical justice system
Trash collectors (TC's)
Bubba digging the Panama Canal
...many others...
Signature:
J C Lawrence Internet: claw at null.net
----------(*) Internet: coder at ibm.net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
--<cut>--
Aside: The wand is always in the signature, and has always been since
'85 when I copied/stole it from one of the MirrorWorld developers (?)
who used "-------*" in his signature once he wizzed on Shades.
--
J C Lawrence Internet: claw at null.net
Internet: coder at ibm.net
----------(*) Internet: jc.lawrence at sun.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
More information about the mud-dev-archive
mailing list