ucbcad:ingres (04/07/83)
#R:hpda:-38500:ucbcad:7700003:000:1579 ucbcad!ingres Apr 6 17:53:00 1983 I hate to jump to this bait, but I think that some history is in order. rogue was originally designed and written at U.C. Santa Cruz by Mike Toy and Glen Wichman. Mike later transfered to U.C. Berkeley, bringing it along with him. At that point a few other people became involved, most notably Kipp Hickman, Charles Koester, Joe Kalash and me. When it came, the user interface bordered on atrocious, and that was where I (having written curses) put most of my work. As time passed, I began to work on more things. Of rogue 5.2, I am responsible for all or part of rings, wands, user interface, blindness, teleport traps, how dark rooms act, room connection patterns, monster movement, inventories, monster detection, genocide, treasure rooms, and more things than I care to mention. In Fall of 1981, Mike got an offer to work as a consultant in Italy for the company I had been working for that summer. He took off, and has not worked on rogue in America since, leaving that in my hands. (He has since returned and is consulting and working on other games; you may hear of some soon.) We continued to correspond intermittently, and exchanged lots of info at the Boston Usenix conference of 1982, where we jointly gave a talk about rogue. The authorship of "Guid to the Dungeons of Doom" is now listed as "Michael C. Toy, Esq./Kenneth C. R. C. Arnold". So rogue is still a mix of three people's ideas, namely Mike's, Glenn's, and mine. Statements to the contrary are bullcookies, and should be treated as such. Is that succint enough? Ken
ucbcad:ingres (04/07/83)
#R:hpda:-38500:ucbcad:7700005:000:1632 ucbcad!ingres Apr 6 18:00:00 1983 I hate to jump to this bait, but I think that some history is in order. rogue was originally designed and written at U.C. Santa Cruz by Mike Toy and Glenn Wichman. Mike later transfered to U.C. Berkeley, bringing it along with him. At that point a few other people became involved, most notably Kipp Hickman, Charles Koester, Joe Kalash and me. When it came, the user interface bordered on atrocious, and that was where I (having written curses) put most of my work. As time passed, I began to work on more things. Of rogue 5.2, I am responsible for all or part of rings, wands, user interface, blindness, teleport traps, how dark rooms act, room connection patterns, monster movement, inventories, monster detection, genocide, treasure rooms, and more things than I care to mention. In Fall of 1981, Mike got an offer to work as a consultant in Italy for the company I had been working for that summer. He took off,
ucbcad:ingres (04/07/83)
#R:hpda:-38500:ucbcad:7700005:000:1632 ucbcad!ingres Apr 6 18:00:00 1983 I hate to jump to this bait, but I think that some history is in order. rogue was originally designed and written at U.C. Santa Cruz by Mike Toy and Glenn Wichman. Mike later transfered to U.C. Berkeley, bringing it along with him. At that point a few other people became involved, most notably Kipp Hickman, Charles Koester, Joe Kalash and me. When it came, the user interface bordered on atrocious, and that was where I (having written curses) put most of my work. As time passed, I began to work on more things. Of rogue 5.2, I am responsible for all or part of rings, wands, user interface, blindness, teleport traps, how dark rooms act, room connection patterns, monster movement, inventories, monster detection, genocide, treasure rooms, and more things than I care to mention. In Fall of 1981, Mike got an offer to work as a consultant in Italy for the company I had been working for that summer. He took off, and has not worked on rogue in America since, leaving that in my hands. (He has since returned and is consulting and working on other games; you may hear of some soon.) We continued to correspond intermittently, and exchanged lots of info at the Boston Usenix conference of 1982, where we jointly gave a talk about rogue. The authorship of "Guid to the Dungeons of Doom" is now listed as "Michael C. Toy, Esq./Kenneth C. R. C. Arnold". So rogue is still mainly a mix of three people's ideas, namely Mike's, Glenn's, and mine, plus lots of help from a myriad of players. Statements to the contrary are bullcookies, and should be treated as such. Is that succint enough? Ken