[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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