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Author Topic: Wayfar 1444: a roguelike MUD/MOO set in the far future  (Read 78561 times)

zombat

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #105 on: August 02, 2013, 05:20:34 am »

Last time I played I was doing it solo and quickly found it dull, is anyone running a colony I can join?
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Lukewarm

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #106 on: August 02, 2013, 09:18:35 pm »

I think I've started on this a couple times. I thought this was dead, but if it's still getting updates I'll try and get back into it. I do like it. But yeah,  same issue as zombat. Should we just get a bay 12 colony or something?
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jocan2003

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #107 on: August 04, 2013, 03:43:01 am »

I have a little outpost with all workstation. Faction name is Starship Inc. Didnt know how to call it eh. So far i have an asteroid ship built and a solar carrier fitted with a tractor beam. Still need to make some weapon to fit on it.

Now i keep forgetting to ask if there is mob ship to shoot at in space.. else.... my ship might end up collecting dust somewhere.... If interested page me in game!.
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #108 on: August 05, 2013, 04:07:41 pm »

I have a little outpost with all workstation. Faction name is Starship Inc.

Just wanted to note that an item called the "colony beacon" can be built (perhaps a little distance from your actual base...) to allow people to land near each other from the link-up terminal.  When starting a new reroll or character you can use the colony dispatch terminal OR the link-up terminal.  Colony dispatch will let you select a planet and land you randomly, link-up sends you straight to someone else's beacon.

Several incremental improvements over the last couple of days, a passive heal for starships based on the presence of an engineer, new critters and tweaks to items.  Updates are ongoing but it's very much an unfinished project - we've had quite a few players for a text game the last couple of weeks though, so it's a good time to hang out.

edit:  What's that you say?  A 3D planet model skinned from the biomes on the MOO?  And spinning in your browser using HTML5 canvas?  Yes indeed:



With lighting and tweaks!

« Last Edit: August 05, 2013, 06:06:33 pm by genmac »
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ductape

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #109 on: August 05, 2013, 04:14:26 pm »

this game is threatening to crack a paradigm and potentially create a new genre, the direction it is going it can hardly be called a MOO for much longer.

THIS IS A GOOD THING.
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I got nothing

Lukewarm

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #110 on: August 05, 2013, 05:04:56 pm »

I'm set up decently I think-refinery, factory, a few other things. If it's within my power, I might just make a beacon.  What I have's not pretty, but it isn't bad.
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jocan2003

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #111 on: August 05, 2013, 07:48:54 pm »

Well i do have a beacon up with a colony slowly building out civilian wise, but all building usable by player is built right now and all immobile workstation built too.
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #112 on: September 24, 2013, 10:05:10 pm »

Reporting in - 3% progress on the graphical client, and only because Aphteroid has done some neat 3d solar system & planet modelling.  Many fixes and additions to the text game, and I updated the original post with hopefully more useful information.

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beorn080

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #113 on: September 24, 2013, 10:24:17 pm »

I would just like to mention that Robots got a LARGE boost in usefulness. So far I've navigated 20 asteroid miners through the depths of space with a pack of 20 cargo droids. Then Scycide blew up the fleet and overloaded his client when he tried to scan the debris.
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Ustxu Iceraped the Frigid Crystal of Slaughter was a glacier titan. It was the only one of its kind. A gigantic feathered carp composed of crystal glass. It has five mouths full of treacherous teeth, enormous clear wings, and ferocious blue eyes. Beware its icy breath! Ustxu was associated with oceans, glaciers, boats, and murder.

Lukewarm

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #114 on: September 27, 2013, 10:07:53 am »

Made a flying coffin, cruised around. Also, discovered the there were shops. It was mildly infuriating that the small laser that I'd spent the last two days scrounging up supplies for, and couldn't attach to the coffin, I could have bought easily at the station.
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martinuzz

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #115 on: September 27, 2013, 10:12:26 am »

Genmac, I wish you could team up with Schema, the guy making Starmade.

I think Starmade + Wayfar1444 would be pure awesome.

Starmade uses Java though, not sure if that would be possible at all.
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Friendly and polite reminder for optimists: Hope is a finite resource

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http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

Lukewarm

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #116 on: October 03, 2013, 08:51:50 pm »

Anyone find what to do with all the wrecked gun turrets and tanks?
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jocan2003

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #117 on: October 05, 2013, 02:30:11 pm »

I heard you can get plasma torch somewhere, ( i know colinst do receive them as equipement, no idea for the player tho ), and when you get the plasma torch you can destroy wreck and receive material from them. How much? no idea. Quality? no idea.
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Quote from: LoSboccacc
that was a luky dwarf. I had one dabbling surgeon fail so spectacularly that the patient skull flew a tile away from the table.
Quote from: NW_Kohaku
DF doesn't mold players into its image - DF merely selects those who were always ready for DF.
Quote from: Girlinhat
Minecraft UI is very simple. There's only so many ways you can implement "simple" without copying something. We also gonna complain that it uses WASD?

0110001001110101011101000

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #118 on: October 05, 2013, 08:31:29 pm »

I heard you can get plasma torch somewhere, ( i know colinst do receive them as equipement, no idea for the player tho ), and when you get the plasma torch you can destroy wreck and receive material from them. How much? no idea. Quality? no idea.

I think you can craft plasma torches once you find the blueprint chip for them.
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #119 on: October 16, 2013, 11:52:13 pm »

I heard you can get plasma torch somewhere, ( i know colinst do receive them as equipement, no idea for the player tho ), and when you get the plasma torch you can destroy wreck and receive material from them. How much? no idea. Quality? no idea.

I think you can craft plasma torches once you find the blueprint chip for them.

Blueprints chips drop from pirates on the moon.  Basically right now we've got the planetary surface with wildlife, colonies, etc.  Planets are within a zone that includes their moons, which have pirates that drop the high end type loot.  Dismantling (when you own a building) and scrapping (from a wreck) award items based on the components required to build the original building.

New stuff:
* you can now ash smokeables on the ground or anything nearby.
* starship cockpits now announce when you are acquired as a target
* bio-engineering is coming: preview here
* wildlife no longer wanders into the ocean, and fish no longer wander on the land
* new job awards for building a sector center (soon to be renamed colony center) and making your first successful warp jump
* you can splatter eggs on things and people
* amusing new planet descriptions:

Quote
FR-1559 is a Rich Industrial Oligarchy populated by gormless psychopaths. The primary export is fruity mobile phone covers , the traditional dish is Seared Cheetah with Whipped Risotto and the national flag has a lesser jaq scorpion on it.

Genmac, I wish you could team up with Schema, the guy making Starmade.

I think Starmade + Wayfar1444 would be pure awesome.

Starmade uses Java though, not sure if that would be possible at all.

I am really looking forward to both (more) Starmade & Starbound!!  As well as the Starbase D-9 game.
« Last Edit: October 17, 2013, 03:15:59 pm by genmac »
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