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<H1>[MUD-Dev] Bio of John Bertoglio</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Bio of John Bertoglio</LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 29 Apr 1998 13:00:58 -0700</LI>
<LI><em>Delivery-date</em>: Wed Apr 29 13:01:49 1998</LI>
<LI><em>Delivery-date</em>: Wed, 29 Apr 1998 13:01:49 -0700</LI>
<LI><em>Envelope-to</em>: claw#kanga,nu</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: "Petidomo List Agent,,,," &lt;<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>&gt;</LI>
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<PRE>

Forwarded as reuested:

From: "John Bertoglio" &lt;alexb#internetcds,com&gt;
To: &lt;claw#under,engr.sgi.com&gt;
Subject: Bio of John Bertoglio
Date: Tue, 21 Apr 1998 23:13:29 -0700

Mr. Lawrence:

Here is a bio if it would be of any value....

John Bertogio
Occupation: head geek for Pulse Research,Inc.  &lt; www.paper.net &gt; 
Portland,  Oregon

Addresses: alexb#internetcds,com (son's account, hits machine at home)
           jb#internetcds,com (son's account, hits machine at home)

Web page: &lt;<A  HREF="http://www.paper.net/mud/">http://www.paper.net/mud/</A>&gt; (just samples)

Personal details:
 

- - Married 25 years, three children. Ages: 4, 12 and 19 
    (sophamore at Reed College in Portland
- - Politics: Non-doctrinare Libertarian (Wife: Bleeding heart liberal)
- - Excessive use of "", () and ... in posts.
- - Table top war gamer in my youth. (Hobby killed by family life)
- - Engineering education. Started in 1970. Finished with liberal
    arts degree in 1989
- - Worked in sales and marketing, first in audio industry, later
    moved to computers when audio went goofy (pre-cd).
- - Worked for Egghead Software in its salad days...played hundreds
    of pc-based computer games.
- - Moved to Pulse Research about 10 years ago. Did sales and systems
    work. Company has over 2000 newspaper clients in North America
    We got into internet systems for newspapers almost 4 years ago
    with (god help us) bbs systems. 
- - Started bbs project with contract developer...very talented person
    with serious flaws. We developed and still own world's best 
    newspaper-oriented bbs system. Of course, no one including us
    now cares about that. Used RIP techology...great technology
    god-awful CEO. BBS used xbase database at its core.
- - Implosion of bbs market led to decision...find a way to move 
    technology to the web or get a real job and actually work for a 
    living.
- - Moved technology to the web. Used FoxWeb &lt;www.foxweb.com&gt; to link
    MS Visual FoxPro dbase. Fired contract developer and rewrote and
    expanded all programs from  BBS. Something of a trick since 
    previous programming experience was a D in one quarter of Fortran in 
    1971 and a few "Hello World" level projects in basic.
- - Got idea a xbase mud was possible from TBBS program Legends (no 
    connection to mud of the same name)
- - Used company technology to build a prototype mud. Mud development
    now produces technology used in company products.

Server concepts/features:
 - Built on relational database model. Extensive use of SQL. Engine
    has very high speed indexed searches
- - Totally persistant world with the ability to handle millions of objects.
- - 1200 by 800 cell base world creates "Civ" style world map. Not
    tiled currently...but could be, uses solid color pixels for maps.
- - Current world has 1 million base cells with 4 million gateways 
    connnecting. 
- - Each cell can have infinite number of traditional mud style rooms.
- - Auto generation of some terrain features as areas are exploited
    (Example: Mines) 
- - Stateless elements dealt with by combination of cookies, session
    tracking, auto events and auto refresh.
- - HTML form-based editing for all system elements. 
- - System is designed to be very extensible. Adding new features or skills
    can often be done in minutes.
- - Hybrid NPC/flora/faunua generation. 
- - Adventurers can form parties which are persistant and gain stats 
- - PC, NPC and significant creatures use the same data structure.
- - Designed to allow active gamemastering

Client concept/features
- - Client program is MS IE 4.0...stock, no plugins, no ActiveX
- - Hate frames? You'll really hate this one.
- - Multiple user interfaces. Selectable
- - On-the-fly generated HTML provides most of the content

Game concepts/features:
 - Game system based on amalgam of systems: Aftermath, C&amp;S, elements of 
    AD&amp;D, GURPS and some freeware systems.
- - Skill based. No fixed classes. Skill trees encourage differentation.
- - Attempts to bring the elements of good single player frp games
    to multi-player existance. Inspiration is the "Dream Park"
    novels.
- - Ability to 'get lost' in a huge world and build a presense
- - Managed Pk system with subtle intervention
- - Easy player building of elements
- - Unusual use of world time elements
- - Extensive use of profiles. Player controls plans of character but
    does not have absolute control over all actions, especially in 
    detailed interactions like combat.
- - Very limited exposure to numbers. Game has stats on/off command used
    for development and testing.
- - IC advantages to eating and drinking in taverns.  

John Bertoglio
                  --------oOOOo--------

-- 
J C Lawrence                               Internet: claw#null,net
(Contractor)                               Internet: coder#ibm,net
---------(*)                     Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...

-- 
MUD-Dev: Advancing an unrealised future.
</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Mud-Client, and specifically, COOLMud and SFWhite</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00306" HREF="msg00306.html">[MUD-Dev] Re: Mud-Client, and specifically, COOLMud and SFWhite</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 01 May 1998, 22:01 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00253" HREF="msg00253.html">[MUD-Dev] Supporting articles found for UOL play style</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 30 Apr 1998, 01:25 GMT
<UL>
<LI><strong><A NAME="00274" HREF="msg00274.html">[MUD-Dev] DOOM Gets a Storyline?</A></strong>, 
Holly Sommer <a href="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</a>, Thu 30 Apr 1998, 19:07 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00248" HREF="msg00248.html">[MUD-Dev] Reuters: Cheaters Never Prosper</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 30 Apr 1998, 00:14 GMT
<LI><strong><A NAME="00236" HREF="msg00236.html">[MUD-Dev] Bio of John Bertoglio</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 29 Apr 1998, 20:01 GMT
<LI><strong><A NAME="00230" HREF="msg00230.html">[MUD-Dev] Re: (fwd) Confusing?</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 29 Apr 1998, 06:02 GMT
<LI><strong><A NAME="00228" HREF="msg00228.html">[MUD-Dev] Re: Some thoughts on languages and users - was: Macro semi</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 29 Apr 1998, 06:02 GMT
<UL>
<LI><strong><A NAME="00318" HREF="msg00318.html">[MUD-Dev] Re: Some thoughts on languages and users - was: Ma</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 02 May 1998, 06:17 GMT
<UL>
<LI><strong><A NAME="00426" HREF="msg00426.html">[MUD-Dev] Re: Some thoughts on languages and users - was: Ma</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 06 May 1998, 18:33 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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