Jeffrey M. Barber

Tombstone

OldSkool

2014 · age 32

What it was

The numbers engine for an old-school RPG that never got a screen: about 900 lines of C# on Mono, a library and a console simulator. A character was a table of 26 named properties, and every interesting property was a closure over other properties. Level was a lookup over XP, maximum health a closure over level and constitution, and every stat equipment could touch was wrapped in a query that added whatever the equipped items said. Nothing was cached and nothing was pushed, so granting XP changed one raw number and every derived stat was right the next time anyone asked. Combat ran on cooldown ticks tied to a global cooldown, damage came from dice shaped per attribute and was softened by a logistic defense curve, and the simulator fought one hero against a thousand identical enemies until the hero died.

Wins, for the age

What it taught

Genealogy

Ancestors: Tiles: small game tooling that turns a little data into a whole table. Descendants: Adama Core: formulas that recompute on read, grown into a runtime. Goat: the game engine instinct pointed at a board game.

Epitaph

Here lies OldSkool. The stats were closures, the dice were honest, and the hero fought a thousand copies of the same enemy until the numbers ran out.