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The game was entirely based on the life of the player being in a single, sophisticated gothic city with technology of the 18th century including hand-cannons, swordplay, poisons and occult magic. The main administrator and developer, Newt, became a contributor to the combat system used in [[NiMUD]] - co-designing the multiple-stance hand-to-hand and melee combat system that was featured in [[The Isles]] (but never fully completed). |
The game was entirely based on the life of the player being in a single, sophisticated gothic city with technology of the 18th century including hand-cannons, swordplay, poisons and occult magic. The main administrator and developer, Newt, became a contributor to the combat system used in [[NiMUD]] - co-designing the multiple-stance hand-to-hand and melee combat system that was featured in [[The Isles]] (but never fully completed). |
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− | Newt also contributed to the [[Mobprogs]] documentation and its port to [[ROM]] Merc-derived MUD server codebase. MMORPG.com list this as a "significant MMO event in 1994" :<blockquote>My implementation of MOBprograms owes a lot to the original MOBprogram |
+ | Newt also contributed to the [[Mobprogs]] documentation and its port to [[ROM]] Merc-derived MUD server codebase. During the porting process, he extended the scripting language to include rooms and objects. MMORPG.com list this as a "significant MMO event in 1994" :<blockquote>My implementation of MOBprograms owes a lot to the original MOBprogram |
code by Natasha. However, having heard reports about unstability of the code |
code by Natasha. However, having heard reports about unstability of the code |
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supplied, and because the code seemed unnecessarily complex to me, I decided |
supplied, and because the code seemed unnecessarily complex to me, I decided |
Revision as of 22:03, 6 October 2017
Imperium Gothique was a Finland-based custom modified Merc (MUD) that featured a 18th Century gothic world that took place in a town resembling Victorian London instead of stock Midgaard. The game boasted many unique artificial life sequences including daily schedules for NPCs such as lamplighters, smarter shopkeepers, conversational encounters and NPC-to-NPC interactions.
The game was entirely based on the life of the player being in a single, sophisticated gothic city with technology of the 18th century including hand-cannons, swordplay, poisons and occult magic. The main administrator and developer, Newt, became a contributor to the combat system used in NiMUD - co-designing the multiple-stance hand-to-hand and melee combat system that was featured in The Isles (but never fully completed).
Newt also contributed to the Mobprogs documentation and its port to ROM Merc-derived MUD server codebase. During the porting process, he extended the scripting language to include rooms and objects. MMORPG.com list this as a "significant MMO event in 1994" :
My implementation of MOBprograms owes a lot to the original MOBprogram
code by Natasha. However, having heard reports about unstability of the code supplied, and because the code seemed unnecessarily complex to me, I decided to rewrite the MOBprogram driver. Admittedly, I have dropped out several features that were present in the original version, such as reacting to several triggers at once and string comparison in if_checks. On the other hand, the MOBprogram code has been simplified and made more stable (there are no memory leaks), and several new if_checks and MOBcommands have been added. The system of linking MOBprograms to mobiles has been changed to allow procedure-like calls. This version is an adaptation of my earlier MOBprogram system I created for Imperium Gothique MUD. The IG system has object and room programs
as well, but I chose to omit them from this version.
-- Newt
- Historical contact information: Imperium Gothique mud.pitek.fi 192.163.46.7 4000
- Link to "Timeline" at MMORPG [1]