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Author Topic: Wayfar 1444: a roguelike MUD/MOO set in the far future  (Read 78508 times)

genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #60 on: July 23, 2012, 03:26:09 pm »

This is probably a dumb question, but how do you turn animal corpses into meat?

Loot the corpse to get meats.  Here's a little teaser screen (as I attempt to collect all the upgrades Aphtonites has made for a blog update):

Spoiler (click to show/hide)
« Last Edit: July 23, 2012, 05:38:53 pm by genmac »
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zombat

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #61 on: July 23, 2012, 04:56:55 pm »

Yes I got meat loots after posting that.

It was strange that the previous night before that post I killed many wildlife and recieved no meat or skin
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #62 on: July 23, 2012, 05:57:21 pm »

Yes I got meat loots after posting that.

It was strange that the previous night before that post I killed many wildlife and recieved no meat or skin

I can think of two things - if there were multiple corpses, try referring to them as 1.corpse, 2.corpse, 3.corpse, etc.  Meat and hides do have a chance to not drop but you'll usually see one or the other.  However, things that are like, cold blooded, crystal silicates for instance, might not drop meat or hide at all.
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #63 on: July 30, 2012, 10:57:06 pm »

Behold an update approaches, what with screenshots of a text based game and everything - Aphtonites has been bustin ass and expanded space, commerce, and AI by quite a bit.  NPC factions can fly in, deposit their load of jerks, and the NPC pilot will hang out for about 5 minutes to provide close air support with his gatling gun, before heading back to base.  Not even kidding 8)

Meanwhile, I saw the Dark Knight and made this:

Spoiler (click to show/hide)

Now in addition to being fun to make (especially those little random 'code numbers'), the fusion bomb is also a complete test and bug cleansing run of the claimable PvP crafted items kind of system.  The basic idea is you craft something immobile, but quite powerful.  Your enemy gets a crack at it, but claiming something leaves you wide open for a minute or so. 

Behind the scenes is the on demand spawner, or $ODS, which I've posted a more primitive shot of before:

Spoiler (click to show/hide)

This thing adds a lot of lifetime to the RAM usage and is generally useful in about a billion ways.  It persists rooms with players in them while trying to move the room around as you go, re-using empty rooms, and can handle a 3d space (for future digging features) inside whatever area you want to define.  Right now planets are fully on demand and the next step is moons and the aforementioned digging, which I am thinking will involve trenches.  This is the same idea behind the ocean and (prototype) wasteland/highway system on hellmoo. 

A few more assorted screencaps:

Spoiler (click to show/hide)
« Last Edit: July 31, 2012, 12:24:45 am by genmac »
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BloodBeard

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #64 on: August 01, 2012, 01:59:24 pm »

Delicious updates. Keep it up  :)

genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #65 on: October 09, 2012, 08:33:07 pm »

Still some large chunks to finish, namely dungeons, crew members, and a sector control/turret defense minigame.  I am pretty pleased with the look of the maps and planets though, so I figured I'd post a quick update showcasing some of those~  Full updates are available ingame on *clp or on the dev blog.

Ice planet
Spoiler (click to show/hide)

Airless worlds
Spoiler (click to show/hide)

Ice planet
Spoiler (click to show/hide)

Acid ?!
Spoiler (click to show/hide)

Cheerful planet
Spoiler (click to show/hide)

Barren moon
Spoiler (click to show/hide)

Water world
Spoiler (click to show/hide)

Swamps
Spoiler (click to show/hide)

Jungles
Spoiler (click to show/hide)

Scout ship
Spoiler (click to show/hide)

Robot on robot violence
Spoiler (click to show/hide)

Space hulks
Spoiler (click to show/hide)

Moon dungeons - extremely rough
Spoiler (click to show/hide)

Current equipment crafting:
Spoiler (click to show/hide)

Current robot crafting:
Spoiler (click to show/hide)

Current starship crafting:
Spoiler (click to show/hide)

Current structure crafting:
Spoiler (click to show/hide)
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Paul

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #66 on: October 13, 2012, 11:55:46 am »

Been playing around with this a bit. Seems fun, and has a lot of depth. Still pretty early on in it myself, with my char being a unskilled goon just trying to get by.

So far I've:
Spawned as a ranger, constructed a house with a few crafting terminals, then built myself a e34 laser blaster. Used that blaster to decimate the animal population on the planet, killing 100 critters.
Rerolled as a botanist. Tried out the exploration skills, explored a bunch of areas, made 15 botanical discoveries, researched some of the items I found (lots of strange things, including some blueprint chips for things like battle tanks and such).
Rerolled as a student. Crafted my first starship, utilizing an unowned starship center I found. Flew around a bit scanning planets and trying to dock with hulks (couldn't figure that one out) until I ran out of fuel. Realized how easy it was to get reroll points as a student. Rerolled as student 2 more times, to get a total of 9 reroll points.
Rerolled as a retiree. Was a bit disappointed that they got no skills, so built a few buildings quickly and rerolled again.

Now I'm in again as a ranger since I like being able to fight well, and just kinda messing around making parts for buildings. Plan on setting up base somewhere, but haven't decided yet. I'll probably get another starship and fly off to some other planet first, since im getting sick of this FROG planet.

-edit- Haha, well that's a bummer. I loaded up everything I owned and had made/found in the last few days in my new starship and launched, then noticed I still had 3 other ships in orbit, asked over chat if there was any way I could remove or land them to avoid cluttering things up and suddenly BOOM everything in orbit exploded, killing me my newly crafted ship and the hundreds of items in it. Guess I should be more careful what I ask for, or at least fly away before asking about removing extra ships in orbit of a planet I'm currently orbiting haha.

Oh well, time to build another ship. Lost everything I collected and built and bought over the past few days, but I still have most of my tools to rebuild with. Guess I'll be having a fresher start than I intended on the new planet  :D
« Last Edit: October 13, 2012, 01:59:07 pm by Paul »
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zombat

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #67 on: October 13, 2012, 08:05:01 pm »

An abandoned starship centre on FROG?
Was it in the desert just north of a forest with a lake running 3 tiles down the east side?
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Paul

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #68 on: October 13, 2012, 09:33:55 pm »

I think it was an NPC controlled one or something. Not sure how that works. It had a sector center and faction hq and stuff around it.
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Future

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #69 on: October 14, 2012, 03:36:13 am »

I played this for a couple of hours last night an it seems like a good game. It seems more relaxed than hellmoo (back when hellmoo was popular). I can just chill out an craft away without being randomly shanked. Nice work so far genmac.
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Nega

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #70 on: October 14, 2012, 03:50:44 pm »

Hey, is there anyone of BLUEJAY that'd like to group up? I've got a house on a mountain and would like some help getting everything done on it.
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yamo

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #71 on: October 14, 2012, 08:51:49 pm »

i tried but i could not figure out how to choose a background
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Jack_Bread

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #72 on: October 15, 2012, 02:41:46 am »

I've been playing this pretty much all day. It's a lot of fun.
I found it a little frustrating, though, that you don't seem to get any material back from dismantling a building.
I spent quite a bit of time gathering resources for a mining plant before realizing how it really worked.
I built it in my home area, where there wasn't any metals, I thought it would dig a little deeper and actually grab metals, but it didn't. A little disappointed, I dismantle the thing, assuming I would get a percentage of the material back that I had used, but I got back nothing.
That's all I really have to complain about, though.

zombat

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #73 on: October 15, 2012, 07:17:15 am »

Automated plants aren't much to write home about anyway, they only mine one resource unit per half hour.
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Paul

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #74 on: October 15, 2012, 08:11:39 am »

Actually it's five per hour. And it's pretty nice - can log in to hundreds of metal across my plants and just drop it in my refinery to get high quality then go manufacture whatever I need without harvesting.
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