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Author Topic: Farwoods: Graphical MUD, inspired by Redwall and Watership Down!  (Read 12521 times)

delphonso

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in alpha
« Reply #15 on: October 01, 2020, 01:57:32 am »

PTW - I'm real interested in this, am looking forward to an open alpha/beta. Keep up the cool work!

( Tchey )

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in alpha
« Reply #16 on: October 26, 2020, 03:50:39 am »

Hi,

I’m looking forward to trying this proto/alpha/beta/whatever as soon as it lands on Linux PC.
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Farwoods

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in alpha
« Reply #17 on: September 11, 2021, 03:08:31 pm »

Necroing this thread to mention that we will soon be entering public alpha. :) Follow the Twitter account to be alerted when the game is open to the public, though of course I'll post here as well when that happens. We will also be up on Steam soon!

Linux and OSX are something I'm looking into, but I'll have to VM or dual boot them to compile the game on them... not going to be a fun time.
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Farwoods

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in alpha
« Reply #18 on: September 14, 2021, 04:47:38 pm »

Hey folks, the Farwoods open alpha is here. Check here for details: https://twitter.com/FarwoodsGame/status/1437895709555105795
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Farwoods

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in open alpha
« Reply #19 on: October 06, 2021, 05:51:23 am »

We wrote some stuff on the language system in the game. Maybe you'll be interested in reading it:
https://twitter.com/FarwoodsGame/status/1445700734448594945
https://twitter.com/FarwoodsGame/status/1445701778771623945

Hop into our Discord to participate in our free, open alpha playtesting events: https://discord.gg/kcStdHHuE6

Did we mention we have a Linux client now?
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Farwoods

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in open alpha
« Reply #20 on: October 09, 2021, 06:55:24 pm »

Here's a post on our latest skill to be added, Jewelry: https://twitter.com/FarwoodsGame/status/1446988585584955392

Also, some screenshots from our playtest yesterday:






« Last Edit: October 09, 2021, 07:08:46 pm by Farwoods »
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Ozyton

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in open alpha
« Reply #21 on: October 09, 2021, 08:16:10 pm »

Interesting that this is still being developed, I completely forgot about it. =o

delphonso

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in open alpha
« Reply #22 on: October 09, 2021, 08:17:30 pm »

Yeah, looks like its doing well. Now you have a Linux client, I may give it a shot.

Farwoods

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in open alpha
« Reply #23 on: October 09, 2021, 08:37:06 pm »

Interesting that this is still being developed, I completely forgot about it. =o

We've been plugging away, but the social media outreach did get neglected a bit for a while. Progress is slow with a small team!
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Frumple

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in open alpha
« Reply #24 on: October 09, 2021, 10:09:36 pm »

... lit up rat ho pawning erem to big bertha? Red light redwall, apparently...
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IncompetentFortressMaker

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in open alpha
« Reply #25 on: October 10, 2021, 11:26:26 am »

... lit up rat ho pawning erem to big bertha? Red light redwall, apparently...
That's because if you don't know a language too well, words/punctuation may end up scrambled. One screenshot features such scrambling, IIRC.

Farwoods

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in open alpha
« Reply #26 on: October 22, 2021, 10:07:49 pm »

More screenshots from our playtests.







Also, a note since I've received several comments on the open PvP nature of the game: This is a roleplaying game. Combat is a necessary part of the economy, and strife a necessary part of stories. It is not permitted nor particularly supported by the mechanics to grief other players, as the mechanics of this game are heavily geared towards cooperation between players and the formation of factions. But combat is a valid playstyle, and brigands, mercenaries, and guards are all valid characters to play; it is just expected that fighting will involve talking and roleplaying.
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Farwoods

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in open alpha
« Reply #27 on: November 09, 2021, 05:12:22 pm »

We will be expanding our playtests to both Thursdays and Fridays from 5pm EST/10pm UTC to 10pm EST/3am UTC!
« Last Edit: November 09, 2021, 05:15:06 pm by Farwoods »
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EuchreJack

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in open alpha
« Reply #28 on: November 10, 2021, 01:05:09 pm »

What happens when a character dies?  Do they respawn? Do they lose their stuff?

Hm, if skill points are granted for being "online", then an innkeeper would be a good profession.  Let people pay you while they are "online" but inactive.  You keep them from getting beat up and/or robbed while their gold holds out, then throw them out when they run out of gold. Or whatever is used for currency (jewelry?)

Farwoods

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Re: Farwoods: Graphical MUD, inspired by Redwall, currently in open alpha
« Reply #29 on: November 10, 2021, 01:11:29 pm »

What happens when a character dies?  Do they respawn? Do they lose their stuff?

When a character reaches 0 HP, they are downed until they naturally regain their HP! Once they have positive HP again they can stand up whenever they like. Unconscious players can be looted for random things on their person, though you can only grab a handful before they have the opportunity to get back up.

Hm, if skill points are granted for being "online", then an innkeeper would be a good profession.  Let people pay you while they are "online" but inactive.  You keep them from getting beat up and/or robbed while their gold holds out, then throw them out when they run out of gold. Or whatever is used for currency (jewelry?)

You get disconnected for inactivity. You have to be actively playing. :) But innkeeper is still quite a good profession!

Most trade is done through bartering but there are coins that can be smithed in case players want to switch to a currency economy. They are, naturally, backed by their ability to be smelted back into metals.
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