View Full Version : Aeternity
Remember GM Aephir, who got fired and then started his own mud called Aeternity. I was thinking today, wtf happened to that? So I started Googling around. Found one fan page that hadn't been updated (ever). Found someone on linkedin who had worked there, found a claim they at one point had 20 employees.
Found their website, NSFW.
http://www.aephirsden.com/
Oh Aephir, what have you done?
thefarmer
05-13-2009, 02:15 PM
If I remember right, Aephir started it, then left quickly. The idea continued, but blew up later.
Inspire
05-13-2009, 04:28 PM
Found their website, NSFW.
http://www.aephirsden.com/
Oh Aephir, what have you done?
Um wow, hello porn?
Parkbandit
05-13-2009, 05:00 PM
That website is far more entertaining than the game ever was.
radamanthys
05-13-2009, 05:05 PM
Enough talking. Let's start cocking.
Priceless.
I wonder if one day we'll visit play.net and see "Sluts by Otis!"
Tolwynn
05-13-2009, 08:03 PM
There was that rumor about some new big source of income...
:thinking:
Kuyuk
05-13-2009, 09:53 PM
haha.. awesome
big source of income will come when tsin leaves
Fucking spy glasses.
How the Christ didn't I think of that?
Rolton-Sammich
05-14-2009, 10:01 AM
Found their website, NSFW.
http://www.aephirsden.com/
Oh Aephir, what have you done?
Old news.
http://www.forum.gsplayers.com/showthread.php?p=881678#post881678
Fallen
05-14-2009, 10:03 AM
haha.. awesome
big source of income will come when tsin leaves
How do you figure? Do you think anyone is going to specifically sign back up because Tsin is officially leaving?
How do you figure? Do you think anyone is going to specifically sign back up because Tsin is officially leaving?
Seriously, no.
Non-seriously, yes because they think OTF will be lucrative?
Fallen
05-14-2009, 10:45 AM
Seriously, no.
Non-seriously, yes because they think OTF will be lucrative?
He hasn't hunted OTF in damn near a year, if not longer. Since the first Velathae EG, I think, when he bought that Teras house at auction. Possibly longer than that. There are others that mine OTF far, far worse than Tsin ever did, heh.
Judgement
05-18-2009, 03:57 PM
Aephir became involved in working for another gaming company, which put him at odds with his own gaming endeavors, so he became completely hands-off. It was then left to those of us GMs who were left to build the game. Most of us just decided to leave the game, however I cannot remember why. Sometime after that, some of us gathered to create a game called Lost Isles (http://www.lostisles.com) which was being developed for a couple years before it ultimately fell in as well due to a combination of technical issues and time restraints.
It's funny, I was just kind of memory surfing these games and found the posts here about them. I kind of missing working on a game, the coding of systems and junk was fun (usually.) I wrote the assist systems for both of the mentioned games as well as a myriad of other base systems. Eventually, I'll get around to working on my own stuff again. 14 years and counting, you would think I would have something decent to show for it, except I keep tearing it all out and starting over again.
Mabus
05-18-2009, 07:44 PM
I still code a MUD as a hobby. It is a boatload of work, but if you like creating virtual worlds without having to hire an art department it is one way to go.
Judgement
05-18-2009, 09:14 PM
I still code a MUD as a hobby. It is a boatload of work, but if you like creating virtual worlds without having to hire an art department it is one way to go.
Yeah, I generally get all the utility stuffs working and then I get stuck at the big stuff; combat, advancement, magic, etc. I am sadly not creative enough to map out how those should work.
Is there any particular code base that you work with?
Mabus
05-18-2009, 10:52 PM
Is there any particular code base that you work with?
I have worked with everything from MERC to script-only engines to creating everything from the sockets up. Currently (the last 5-6 years) I have been modifying the hell out of a Java-based codebase called "CoffeeMUD".
The game is called Throes of Creation (http://throes.slayn.net/). I am in a perpetual alpha-phase, and do not advertise. Player-base is about nil, but I do it for the code and world creation and not for the numbers. These days if you want high numbers you go work for a graphical MMORPG, mobile gaming site or browser-based play.
Judgement
05-19-2009, 06:25 PM
[QUOTE=Mabus;940503]I have worked with everything from MERC to script-only engines to creating everything from the sockets up. Currently (the last 5-6 years) I have been modifying the hell out of a Java-based codebase called "CoffeeMUD".
I started with CircleMUD, then messed with ROM and ultimately decided on SMAUG for a long while. Then I graduated to ColdCore as my preference later.
I stopped by your MUD for a bit. Practiced some skills, explored a little. Unfortunately, I apparently don't have the patience to learn how to play an unfamiliar type of MUD. Although I am curious to fire up a version of that and see how much is stock, and what it all looks like from the Imm side.
Mabus
05-19-2009, 06:57 PM
I started with CircleMUD, then messed with ROM and ultimately decided on SMAUG for a long while. Then I graduated to ColdCore as my preference later.
CircleMUD has come a long way. The Suntu and Buddha releases, as well as the still kept TBAMUD.
I did a lot of ROM and SMAUG programming, mainly for friends. I even chatted with Thoric (the SMAUG Dev) when a pay-2-play game (which ended up vaporware) I worked for was thinking of hiring him.
I stopped by your MUD for a bit. Practiced some skills, explored a little. Unfortunately, I apparently don't have the patience to learn how to play an unfamiliar type of MUD.
I hear you. That is one limiting factor for the codebase I am using, most people expect a DIKU-derivative.
We do have almost 4,000 original rooms now (no stock at all) and many, many features. I really like our Necromancers, for instance, which can have minions at really low levels (stat/skill dependent).
Although I am curious to fire up a version of that and see how much is stock, and what it all looks like from the Imm side.
You can find a downloadable version on SourceForge (http://sourceforge.net/projects/coffeemud). Requires Sun Java 1.5, and is a resource hog (compared to other MUD codebases).
Don't expect to see the timed non-auto combat (or many other features) you might find on our game on that release; though several bug fixes, ideas and changes of mine are in the newer version.
Thanks for dropping by.
Martaigne
05-20-2009, 09:24 AM
I liked CoffeeMUD a lot, and still enjoy tweaking ColdCore, but the lack of documentation is really annoying.
Judgement
05-21-2009, 03:45 AM
Bleh, who needs documentation when you can dig to find the features you want.
Spending several minutes programming options that already exist under some obscure name....
That's what makes it fun!
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