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Author Topic: Wayfar 1444: a roguelike MUD/MOO set in the far future  (Read 78541 times)

genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #75 on: October 16, 2012, 12:04:19 am »

Spoiler (click to show/hide)

Thanks to Bay12 we got a large player influx and a new programmer volunteer  :)

Anytime you find a bug or you have an idea about 'hey why doesn't this happen/this would be neat', you can send a message with:
@send *idea - or - @send *bug, as appropriate, and it will prompt you for a subject and message. 

I'll probably post another update when the major alpha goals are completed (20 systems, npc pilots and crew, a thick layer of polish for creatures and biomes), but in the meantime here is how the map looks using HTML colors via Mushclient with MXP mode on:
Spoiler (click to show/hide)
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Shooer

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #76 on: October 17, 2012, 03:50:53 pm »

Great game, now to finally stop getting sidetracked by each little discovery and hunker down and build a ship.

So, how many people are working together right now on say WY-1444?
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Paul

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #77 on: October 17, 2012, 04:00:00 pm »

I've been playing solo. Asked around a few times early on if anyone wanted to work with me, but nobody volunteered, so I wound up doing everything by myself :)

Guess I should have asked in this thread, would probably have had better luck.

I'm mostly on 17-EGRET though. Got all my buildings and tools built there.
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quinnr

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #78 on: October 17, 2012, 04:06:04 pm »

Played this once in its very early days for about a day straight, and then got burned out. Hoping to have time to try it again soon :)
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TempAcc

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #79 on: October 17, 2012, 05:15:23 pm »

Looking pretty awesome from the posts. Havent actualy tried it yet due to being tangled with multiple IRL things + some OL things, but I might try it this weekend. I've been looking for a space game AND a substitute to hellmoo for a while since its the only text game I actualy enjoyed playing, and since this one seems to be in the same vein as it (coding and presentation wise at least), I need to try this.

Is there a wiki up though? It looks as if I'll need some assistance using some features, but I might just ask around here if I need help.
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Lukewarm

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #80 on: October 18, 2012, 05:10:20 pm »

I've been playing for a bit. Don't really know what to do, so I've got a little shack on WY-1444 and I've been trying to get leather armor. I'm also making a closet that I am going to fill with machetes. I call it the 'Machete Drop Crate'.
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Shooer

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #81 on: October 18, 2012, 06:28:27 pm »

Bah, you should have built a cantina first like I did.
But if you want my spare rifle I can bring it to you if you wish.
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Paul

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #82 on: October 18, 2012, 06:37:39 pm »

Pfft, machetes, rifles, leather armor?

The very first thing I crafted in the game was an e34 laser blaster. (Well, technically it was the consoles and components that I used to make the e34 laser blaster, but I built them as part of the process of making the e34 laser blaster). I then blasted my way through every woodland creature I could find. I still have that blaster, and it has killed a lot of moon pirates.

Second project was a starship.

You guys just aren't thinking big enough.
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Shooer

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #83 on: October 18, 2012, 06:57:14 pm »

I said spare, as in it's my first one, as in the first one I ever had, as in I got it from one of the pirates I killed with my e34.
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Lukewarm

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #84 on: October 18, 2012, 08:11:15 pm »

I'd gladly enough take it from you. Can't find what tool is needed for that pesky Offensive Beam generator. :P
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RulerOfNothing

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #85 on: October 18, 2012, 08:48:17 pm »

I'd gladly enough take it from you. Can't find what tool is needed for that pesky Offensive Beam generator. :P
It's the electronics processor.
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Lukewarm

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #86 on: October 18, 2012, 08:53:50 pm »

That would have been nice to know before I spent so much time making all this other misc. whatnots.
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Muz

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #87 on: October 18, 2012, 09:28:30 pm »

So what's the grind level on this? HellMOO was pretty heavy on the grinding, though it was playable as a chat room. If it's too grindy, are there spots open for programmers? :P
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Shooer

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #88 on: October 20, 2012, 12:00:59 pm »

People need to leave more ships around for me to 'borrow'.
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head

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #89 on: October 20, 2012, 01:45:04 pm »

Spoiler (click to show/hide)

Thanks to Bay12 we got a large player influx and a new programmer volunteer  :)

Anytime you find a bug or you have an idea about 'hey why doesn't this happen/this would be neat', you can send a message with:
@send *idea - or - @send *bug, as appropriate, and it will prompt you for a subject and message. 

I'll probably post another update when the major alpha goals are completed (20 systems, npc pilots and crew, a thick layer of polish for creatures and biomes), but in the meantime here is how the map looks using HTML colors via Mushclient with MXP mode on:
Spoiler (click to show/hide)

If you need another novice-intermediate programmer, let me know.
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