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Author Topic: Wayfar 1444: a roguelike MUD/MOO set in the far future  (Read 78543 times)

genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #195 on: September 08, 2015, 12:11:20 am »

We're also teaming up with Hellmoo again to grant hard to find journals and awards:

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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #196 on: September 08, 2015, 10:20:08 pm »

Great turnout for our niche game - don't forget the review promo (if you play wayfar or hellmoo) will run all September!

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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #197 on: September 10, 2015, 10:14:22 pm »

We have a couple of neat things in the pipeline - no ETA on the really ground breaking stuff (totally revamped chargen which I think is going to blow minds), but here's a quick screenie from something we put together with a new programmer.  Love the quality of writing and general feel!




Edit: As a side note, I'm happy to announce (with some help from the hellmoo admins), that ALL MAPS IN WAYFAR ARE NOW COMPATIBLE WITH 80 CHARACTER STRING LENGTH!  This means no adjustment of your client or preferences to see our full maps and descriptions!
« Last Edit: September 10, 2015, 11:39:05 pm by genmac »
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Lukewarm

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #198 on: September 10, 2015, 11:26:37 pm »

My python's a bit rusty, but give me a little while and I'll run back through it.
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #199 on: September 11, 2015, 09:58:52 pm »

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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #200 on: September 24, 2015, 09:50:40 pm »

Little preview of some editing tools I'm working on - this is MOO output fit to a javascript datagrid and will eventually allow us to live edit weaponry, attacks, vehicles etc in a friendlier and more balanced way (since we can see all the numbers): http://i.imgur.com/RLOoHBq.png
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #201 on: September 29, 2015, 01:56:18 am »

It isn't done by any means, but we're averaging 20-30 players right now, so its a great time to hop in.  I'm thinking of running monthly or every other month promotions to keep interest up.
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Bouchart

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #202 on: September 29, 2015, 02:51:02 pm »

This looks interesting.  I think I'll give it a shot when I get home from work.

Would any mud client do?  I typically use Wintin++.  Also, any newbie advice?
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #203 on: September 29, 2015, 04:11:14 pm »

This looks interesting.  I think I'll give it a shot when I get home from work.

Would any mud client do?  I typically use Wintin++.  Also, any newbie advice?

I like mushclient myself, but most clients should work.  Newbie advice: when leaving the shuttle head east and type CHOOSE DISPATCH to get down to a planet right away.  The central complex you start in is fairly vast (we're working on a new chargen sequence) and confusing. It's more a player/shop hub, and you can easily return there from the planets when you want to.  Type CHATNET ON and then CHAT <your message> if you get stuck or have any questions!

edit: Also use the EXAMINE command on everything, it lists the syntax for all the commands.  You can EXAMINE HERE to see what commands are available in a room, you can EXAMINE items, ships, etc.
« Last Edit: September 29, 2015, 04:21:32 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 #204 on: September 30, 2015, 12:15:50 am »

are there any mushclient plugins yet?
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Bouchart

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #205 on: September 30, 2015, 09:23:00 am »

Is there a way to queue crafting jobs, like if I wanted to make 10 inert casings in a row?  Or do I have to do a macro on my end?
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #206 on: September 30, 2015, 10:38:14 am »

Is there a way to queue crafting jobs, like if I wanted to make 10 inert casings in a row?  Or do I have to do a macro on my end?

You can use a macro at first, but there are automated crafting stations that will produce your casing in a factory style.
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #207 on: September 30, 2015, 08:04:10 pm »

Introducing a real life friend to Wayfar, with hilarious results:

http://wayfar1444.blogspot.com/2015/09/introducing-friend-to-wayfar.html
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genmac

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #208 on: October 01, 2015, 10:19:36 pm »

are there any mushclient plugins yet?

No.  However our data export capabilities have improved drastically - we're exporting JSON on a massive scale and with another... 20 hours of manlabor I expect to have a nice interface for our wizards to adjust numbers and values via the web, making balance a much easier task.

By the way now is a GREAT time to come check out Wayfar - we're averaging 20 players during the day and more than 30 during the evening.
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ductape

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Re: Wayfar 1444: a roguelike MUD/MOO set in the far future
« Reply #209 on: October 01, 2015, 10:27:24 pm »

Introducing a real life friend to Wayfar, with hilarious results:

http://wayfar1444.blogspot.com/2015/09/introducing-friend-to-wayfar.html


I found that to be un-inteligible, anyone else with me?
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