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<H1>[MUD-Dev] Twisted Reality</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] Twisted Reality</LI>
<LI><em>From</em>: <A HREF="mailto:claw#kanga,nu">claw#kanga,nu</A></LI>
<LI><em>Date</em>: Sun, 13 Jun 1999 18:29:35 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>

<A  HREF="http://www.divunal.com/">http://www.divunal.com/</A>
<A  HREF="http://www.divunal.com/developers/">http://www.divunal.com/developers/</A>

--&lt;cut&gt;--
What is Twisted Realiity? 

The twisted reality project is a realtime, object-oriented, client-server,
multithreaded, multiplayer, dynamic, new-and-improved, networkable,
qscalable, scratch-and-sniff, enterprise-wide, open-source, internet-based,
customer focused, robust gaming solution. 

No, seriously, what is it? 

What, the javasoft.com explanation not good enough for you? OK, it's
a MOO-style piece of gaming software, written in Java, released
under the GNU GPL, with verbs that can be loaded while you're
playing the game, and a map and objects which stick around all the
time (even in the unlikely event of a server crash). It's intended
as a replacement for DIKUMud, ROM, and all those other nice, but yet
somehow sickeningly poorly-designed, pieces of gaming
software. (sorry, simutronics!) What makes it different is that the
server's design is notbased around a hack-and-slash,
how-many-hitpoints-do-I-have style text gaming. Remember Zork?
Imagine gaming like that, except with a plot like MYST,
interactivity like LambdaMOO, and programmability like Visual
Basic. The other thing that makes it different is that you can
change anything (and I mean ANYTHING) while the game is running,
without a server restart. Add or remove verbs, add new types of
interfaces (don't like my client? write your own and then write a
plug-in for the server!) change the map, change properties of
objects, design new types of objects, change properties of large
groups of objects... it's all possible. Not only that, but there's
no 'edit mode' that gods have to be in to make changes to the game
-- it's possible to do everything by playing the game as a
god-character. All the god-verbs even have interesting feedback for
the other players, so you can make additions to the map with others
standing right there - and they'll be able to say they witnessed the
creation of a new world, not some bozo entering cryptic UNIX-ish
commands.

--&lt;cut&gt;--

-- 
J C Lawrence                              Internet: claw#kanga,nu
----------(*)                       Internet: claw#varesearch,com
...Honorary Member of Clan McFud -- Teamer's Avenging Monolith...


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00872" HREF="msg00872.html">Re: [MUD-Dev] Re[2]: [MUD-Dev] thoughts on game economies</A></strong>, 
Robert Brady <a href="mailto:rwb197#ecs,soton.ac.uk">rwb197#ecs,soton.ac.uk</a>, Tue 22 Jun 1999, 15:31 GMT
</LI>
</ul>
<LI><strong><A NAME="00869" HREF="msg00869.html">Re: [MUD-Dev] thoughts on game economies</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Tue 22 Jun 1999, 00:26 GMT
<UL>
<LI><strong><A NAME="00870" HREF="msg00870.html">Re: [MUD-Dev] thoughts on game economies</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Tue 22 Jun 1999, 01:24 GMT
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<LI><strong><A NAME="00803" HREF="msg00803.html">[MUD-Dev] ADMIN: Searching on MUD-Dev archives</A></strong>, 
claw <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 14 Jun 1999, 04:20 GMT
<LI><strong><A NAME="00802" HREF="msg00802.html">[MUD-Dev] Twisted Reality</A></strong>, 
claw <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Mon 14 Jun 1999, 01:29 GMT
<LI><strong><A NAME="00794" HREF="msg00794.html">[MUD-Dev] How to debug a method taking a variable list of arguments?</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sun 13 Jun 1999, 07:01 GMT
<UL>
<LI><EM>Message not available</EM><UL>
<LI><strong><A NAME="00801" HREF="msg00801.html">[MUD-Dev] Re: How to debug a method taking a variable list of arguments?</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sun 13 Jun 1999, 21:24 GMT
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<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00795" HREF="msg00795.html">Re: [MUD-Dev] How to debug a method taking a variable list of arguments?</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 13 Jun 1999, 17:02 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00783" HREF="msg00783.html">[MUD-Dev] Game economics</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Sat 12 Jun 1999, 00:50 GMT
</LI>
</UL></BLOCKQUOTE>

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