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Author Topic: Wayfar 1444: a roguelike MUD/MOO set in the far future  (Read 13902 times)

mattie2009

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #15 on: April 08, 2012, 03:20:26 am »

>Harvesting solar energy
>randomly harvest a solid-phase metal from nowhere

All of my what.
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You forgot to mention that you can shoot people in the testicles.
I kinda want this game now.

head

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #16 on: April 08, 2012, 07:29:18 am »

so is there somehow you can invite your friends to your colony and stuff or they will have to walk?
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #17 on: April 08, 2012, 10:58:23 am »

OK I spent some time playing. This seems like it has lots of potential, there are some interesting mechanics in place. I hope this goes further and more people play it, is there a roadmap of whats to come?

Sure, I have a pretty clear two year plan.  I was really enthused by the response from everybody who's checked it out so far, and I've received an enormous of amount of feedback and concrete bug reports, so I'll be working on those at the same time as my next three month goal, which is adding more content and fleshing out the 18 different biomes.  I have a notebook full of critters, places, and items to implement, plus pretty much everything in the GURPS futuristic sourcebooks and all the sci-fi books I've read.

After that I want to dedicate some time to the Mushclient plugin, which will be the free PC client and allow quasi graphical mouse based play (this is already partially implemented in game now if you use mushclient and type @prefs mxp is 1).  After that it's the fully graphical client.  All this is hobbyist stuff so I may never get there, and it often takes me longer than I thought, but there is at least a plan :)

Quote from: head
so is there somehow you can invite your friends to your colony and stuff or they will have to walk?

There is a mechanic for that where you can join a pre-existing colony and it will just land you nearby to pick a spot for your house.  It's the link up terminal next to the colony chooser, but I'm not 100% sure the beacon to enable it is working yet, I'll put this on the fast track.
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ductape

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #18 on: April 08, 2012, 11:25:50 am »

...
Sure, I have a pretty clear two year plan.  I was really enthused by the response from everybody who's checked it out so far, and I've received an enormous of amount of feedback and concrete bug reports, so I'll be working on those at the same time as my next three month goal, which is adding more content and fleshing out the 18 different biomes.  I have a notebook full of critters, places, and items to implement, plus pretty much everything in the GURPS futuristic sourcebooks and all the sci-fi books I've read.

After that I want to dedicate some time to the Mushclient plugin, which will be the free PC client and allow quasi graphical mouse based play (this is already partially implemented in game now if you use mushclient and type @prefs mxp is 1).  After that it's the fully graphical client.  All this is hobbyist stuff so I may never get there, and it often takes me longer than I thought, but there is at least a plan :)
...

Would you consider recruiting help and getting things done faster?
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #19 on: April 08, 2012, 11:38:49 am »

Would you consider recruiting help and getting things done faster?

I have three to five droogs helping me out at varying levels of code and ambition, and a process for new help, absolutely.  The procedural nature does make things easier for one main coder (content and mechanics are pipelined into the world, I rarely have to customize single rooms or even items).  And harder to understand for volunteers  :o
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ductape

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #20 on: April 08, 2012, 11:44:28 am »

Well, theres more than just coding but yeah, thats the main work. On that note, documentation is needed.

an out of game wiki i guess is the classic choice. IN-game, theres lost of help file that are empty. Also, the game doesnt really help you get started, character gen was a bit cumbersome what do do after that as well. I think that is easily fixable with some better decriptions in the rooms and such, but I know you are busy with other game aspects.

Help in this area would be valuable as well.
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #21 on: April 08, 2012, 11:51:00 am »

Yeah I got some great feedback on chargen.  I'm going to add a few extra steps to introduce combat and crafting, prior to boarding the shuttle, and expand the "goal" messaging to the player (there are over 30 quests you can do for various things but it's very basic right now).  I'm happy to accept help with the descriptions (@qsend *ideas hey you should describe such and such as follows: ) and I'm open to feedback on balance/delays/prices etc as well, so feel free to mention things that you encounter and I will address them.
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RichardTheWizard

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #22 on: April 08, 2012, 11:54:17 am »

Just been playing the game for a bit as "Dick_Richington", I've never been able to occupy much of my time with a MUD/MOO but this one is actually quite good fun. The lack of graphics leaves alot to the imagination which is nice.

That said, how do we go about reporting bugs?
I've noticed a few odd descriptions on the "Competence cabinet" and the "Advanced Structure Tool"

Hope to see a few of you about!
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mattie2009

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #23 on: April 08, 2012, 12:09:30 pm »

>attempt to loot a plot of chewed grass
>Recieve angry muex matron
>flee for a while, come back later
>matron is still pissed
>assail with colonial machete
>kill like boss
>loot again
>another matron
>kill that one too
Blood for the blood god, bitches.
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You forgot to mention that you can shoot people in the testicles.
I kinda want this game now.

Jerick

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #24 on: April 11, 2012, 10:04:50 am »

All in all an excellent MUD but I have encountered a few bugs.
And since I'm not sure where to put them I may as well post them here.
Spoiler: bugs (click to show/hide)
Also where do you get generic energy from?
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #25 on: April 11, 2012, 11:04:09 am »

Generic energy just means you can use any type to meet the requirement.  Thanks for the bug reports too.  I am aware of the free stuff exploit, which is kind of intended for ease of testing new items.  I can easily find items without requirements and add them.
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ductape

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #26 on: May 01, 2012, 06:49:14 pm »

Anything new going on here? I forgot my password and the password reset seems broken.
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jocan2003

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #27 on: May 01, 2012, 07:19:03 pm »

As a matter of fact i was about to forget about this mud untill you showed up haha
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #28 on: May 01, 2012, 10:58:51 pm »

Anything new going on here? I forgot my password and the password reset seems broken.

Email me at admin@wayfar1444.com if the password reset isn't sending a mail (it should be).  Mainly I've been working on the artifact and space content for the next worldgen.  Asteroid mining.  Various items and fixes, a few new weapons, parts, etc.    I'll probably do up a screenshot post sometime in the next week or three with some new space stuff if all goes well.  I am pumped about the reception so far, and several people have volunteered and made cool things like TVs and (the previously mentioned) asteroid mining.

Speaking of volunteers a mushclient scripting genius would be a stroke of luck, so I figured I'd post just in case  :)
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #29 on: May 08, 2012, 08:11:58 am »

Well it's a bit more than a month since I posted, and I wanted to thank everybody who's checked things out -- I got a lot of positive feedbacks and a couple of awesome volunteers through bay12.  Here are a few screenshots from recent upgrades:



I destroyed and regenerated the planets because of upgrades to the map makin' codes.

17-EGRET - the starter planet:


After a successful reroll, WY-1444 is available when choosing a colony.  There's no thumbnail because it's a 10x10 planet - you can get a look here: https://sites.google.com/site/hellcoremoo/

From earlier experiments, an ice planet and what looks to me like a quilt made out of acid:
 
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