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Other Games / Re: The "Forgotten the name of this game?" thread. Ask here to prevent clutter.
« on: March 18, 2021, 08:05:27 am »
I'm trying to track down an old (maybe mid-90's?) Star Wars game that a friend of mine used to play - I think it was one of the earliest iterations of a graphical online multiplayer RPG (effectively a MUD with a tileset), set in the Star Wars universe. It was account-based, in that each player could only have one(?) character, and that during character creation some things were fixed - for example, the chance for your character to be Force-sensitive was a randomised, small percentage...which, of course, led to lots of people simply deleting their accounts and remaking them until they got a Force-sensitive character because, c'mon, Star Wars. I've tried tracking it down through Google to no avail, as Star Wars Galaxies and TOR tend to swamp any search results, and I'm almost 100% certain this was well before their time.
I want to say that the user client used to play the game was referred to as Holocron, but might be getting that mixed up with the in-universe object of that name, so not sure about that.
No desire to play it, but for whatever reason it's become stuck in my head and not being able to confirm/deny its existence is bugging me! I don't think it was Yoda Stories, as the one I'm thinking of was definitely an online multiplayer game of some sort, but feels like it was around that sort of era.
I want to say that the user client used to play the game was referred to as Holocron, but might be getting that mixed up with the in-universe object of that name, so not sure about that.
No desire to play it, but for whatever reason it's become stuck in my head and not being able to confirm/deny its existence is bugging me! I don't think it was Yoda Stories, as the one I'm thinking of was definitely an online multiplayer game of some sort, but feels like it was around that sort of era.
), I am so incredibly grateful to you for sharing it as a Unity project. Just being able to look at a feature-complete game that I'm relatively familiar with (I've played many previous iterations of the LCS codebase) is going to be hugely helpful in getting my head around some of the ways-you-can-use-Unity concepts.
Downloading now!
I haven't gone down this many rabbit holes since I tried to (re)write a MUD engine back when I was in school (more than a decade ago). I'm learning, but my brain feels like I'm gently tenderising it with a maul.

I agree with a lot of the comments made about proc-gen feeling hollow and meaningless unless it's backed up with gameplay that works well alongside it, but I'm not going to try and pre-judge whether NMS has fallen on the right side of that line or not.