After a bit of chaos, a beginning.
A major family emergency drove all thought of this stuff from my head for a while, but now I'm back and ready to actually make good the promise I made myself earlier this year.
The project which has generated the most interest in my circle of (online) friends is the game server (Silt Server). Thus it will be my first piece of work. I've done a preliminary document explaining the reasons for the project and my goals with it, but I'll repeat some of the key points here. At any point you can just hit the main document for a more complete explanation.
The Silt Server (the name is a bit of an inside joke) is intended to solve the following problems with online text-based games:
- Appearance (MUDs and co. are ugly);
- Enhancement (MUDs and co. are difficult to expand on and feature unpopular/unknown languages);
- Modularity (it's difficult to make plug-in code for MUDs and co.);
- Usability (MUDs and co. are incoherent and confusing).

The Silt Server's goals are to address each of the above issues:
- The native (but not only) environment is the World Wide Web and will look familiar and comfortable to the modern Internet user;
- Will be extensible in a variety of well-known languages including (obviously) Java as well as any other language which can be used through the BSF;
- Being based on a modern, enterprise-oriented language like Java and written inside of the Java EE 5 framework mandates modularity;
- Coherent, consistent interfaces and command structures are central to the design.
Over the next few days I will be outlining the architecture of the Silt Server starting from the client perspective and moving down through the (optional, but default) web tier, into the server tier and finally, if necessary, down to the data store tier.
