Showing posts with label harvest moon. Show all posts
Showing posts with label harvest moon. Show all posts

Saturday, February 4, 2012

Updates 2/4/12

-Added lab tech background (starts with basic tech operation and science skills, requires 25 successful researches to complete).
-Added some basic biome changing mechanics to allow players to convert plague biomes to destroyed biomes, unstable biomes to flatlands, and destroyed biomes to various other biomes.
-Added several new biomes and updated others, as well as increasing the chance of an extreme biome being populated.
-Made NPCs react to combat much faster
-Added a civilian wildlife with randomized personality, favorite items, clothing, etc, to serve as the basis for more specific civilian types.

Sunday, January 1, 2012

Updates 1/1/12

  • spruced up the shop list and made all the basic crafting tools available at the central complex:
  • finished rec dome interior
  • added the bazaar, a 4 room player shop, and finished its interior
  • finished holo-theater interiors and started the distribution of holovids
  • finished signal monitoring station interior and job
  • finished matrix relay center interior and jobs
  • added a line of robotic components and placed them on the tools
  • released turrets and their crafting tool into the wild
  • finished the machine arena interior - robot fights!



  • doubled the available jobs/quests (to a whole 27), cleaned up the job interface a bit:


Saturday, December 31, 2011

Updates 12/31/11

  • fixed a long standing bug with room descriptions
  • implemented the hacking framework
  • populated up to 1500 wildlife without issue
  • added all buildings to structure crafting tool
  • added a new building: space complex, which will allow the construction & launch of solar starships
  • did some prep codes for solar ships
  • made corpses rot faster
  • added missiles to available turret weapons
  • implemented the invasion/turret defense framework
Players can hack things that have controllers, like buildings and vehicles, if they are uncontrolled, to take ownership.  Hacking has other effects when players hack various objectives, as well as modules installed in buildings and vehicles.

List the available hack nodes in our location, then choose a program and target:

Fight through the firewalls!

And, best case, accomplish the hack, gaining access or control of various game objects:


Worst case, welp~

Tuesday, December 20, 2011

Updates 12/21/11

Every MUD needs fishing.  It is non negotiable.



Totally not finished view from inside a turret building:





Latest and greatest (allow biome requirements - eg X% of area must be ocean):



Ran the new biome population codes, resulting in a much better planet map:


View from the sector:


The background colors represent biome types (forest, desert, silicate, mountain, etc).  This planet is rated "habitable" so it's pretty friendly as far as alien planets go.  The foreground characters represent certain kinds of resources present in a room, eg the green X marks on the red desert denote energy deposits.

A biome, if it has the proper setting, has a small chance to upgrade to a more extreme version of itselfs.  The black sections on the above map are silicate biomes, which upgrade from desert biomes 5% of the time.


Changelog:
  • implemented simple turret buildings
  • implemented randomly generated fish for all biomes
  • converted vehicle and turret targetting to an action
  • added progress bars here and there
  • added 12 additional wildlife for the new biomes
  • implemented module installation/uninstallation for vehicles and buildings
  • many related fixes to cockpits, dice, and attacks
  • update player and planet pages on the website to display the planetary map
  • bartender added to the sleazy bucket
  • a selection of excellent beverages has been added to the sleazy bucket thanks to DFP
  • added several new biomes



Updates 12/20/11

  •  skills and armor can now grant commands
  •  added authorize lists to buildings and vehicles, allowing players to let other players use their stuff
  •  added basic lock/unlock codes
  •  added collectible holovids
  •  added collectible holo profiles, which detail wildlife or player stats

Mini Hellcore tutorial - $lu:map_prop:

$list_utils:map_prop is insanely useful. Say you have a list of enemy species on your creature and you want to print their names. Instead of looping through the list and collecting the names, do this:

critter_list = {#123, #124, #125};
critter_names = $lu:map_prop( critter_list, "name" );
"now you could print the names with $su:from_list for example";
player:tell("This critter hates "+$su:from_list(critter_names,", ")+".");



Screenshots:


* ACTIONS output
* crafting output for crafting guide






Friday, December 9, 2011

Updates 12/8/11

* added airboards. Watch out Marty!
* added research terminals, allowing players to turn rare artifacts into potentially lethal equipment
* added sector naming rights - the first player to enter a sector and send his buzzbot in gets to name the sector he discovered
* to go along with the naming rights, a repeatable sector mapping job
* a bevy of partially implemented and place holder weather fronts are now circulating through the planetary atmospheres
* added moons to solar system generation
* increased wilderness room generation complexity, especially the room names
* increased biome complexity and added more info to the biome guide
* implemented extreme/dangerous biomes that have a chance to occur if their parent biome is selected
* added the history log to record events in more or less real time
* jobs/missions can now cause historical events - in the future this will also occur with sector control changes, building particularly impressive things, murdering memorable numbers of aliens
* multiple bug fixes - thanks to Chimaera and Dibolcrif for testing (sploitin)

Friday, December 2, 2011

Updates 12/2/11

* added randomized armor in three tiers, with quality determining the types and weight of resistance

Monday, November 28, 2011

Updates 11/28/11

* added the rocket pack, which allows players to zip into sector airspace for a short duration; long enough to fire a rocket at nearby aircraft
* added reactive combat shields, worn in a gadget slot, that occasionally heal their wearer, or do damage to the attacker, or other such
* moved jetpacks to the gadget slot and jetpacked around a bit
* added a skill gain chance when doing actions that you have no skills in - allows skillpoint gain from harvesting, exploring, etc, since those actions don't require skills to preform
* player parties! thank to 0 over at infernomoo:


Tuesday, November 22, 2011

Updates 11/22/11

* implemented encounter rooms that spawn specific mobs on a cooldown
* moved dungeon spawning to the points of interest - 10 per sector
* finished skillbuy/skillsell commands for complete skill access

Score sheet:

Character status:


Skill sheet:

Skill group info:

Learning a skill:


* dungeon / blueprint spawning works reliably at last:

Monday, November 21, 2011

Updates 11/21/2011 - New guides

* New guides are now available: Crafting, Combat
* implemented armor and location damage
* fixes to weapon wielding
* partial implementation of the skill buy/sell system
* reimplemented wildlife nests - wildlife will establish a nest and defend it - players can loot the nests for various treasures:

Tuesday, October 25, 2011

Big Plans: social classes

Ever since playing Star Wars Galaxies, I've been keen on the idea of a skillset that lets players hang out in a cantina and roleplay a gay jedi disseminate news and buffs.

These professions will be represented in Wayfar with a set of skills, allowing the player to use the profession, and then increasing the power or duration of the buff.

Profession: Musician

A classic, the musician hands out battle and hunting buffs. Players listen to the musician to receive this buff.

* a player can sing/play once every 15 minutes. The sing/play action itself takes 10 minutes, leaving a 5 minute downtime.
* a player can listen to a musician once every 5 minutes, receiving a buff geared towards combat. Listening takes 3 minutes to receive the full buff.

Profession: Preacher

The preacher exhorts the faithful to do their duty, in good times and bad. This translates to an in-game effect of a single unit of "luck" - which is expended in special circumstances.

* a player can preach once a day for up to 60 minutes.
* a player can listen once a day for 3 minutes to receive luck.

Profession: Consultant

The consultant brings fabricators, scientists, and researchers up to speed with the latest developments, buffing crafting skills.

* a player can run a consultation session every 15 minutes, with the action taking 10 minutes.
* a player can listen to a consultation every 5 minutes, with the action taking 3 minutes.

10/25/11: The Return of Minimap





Thanks to 0@infernomoo, the minimap makes a glorious return. This first draft produces a map based on terrain and biome type.

* added the maker block (thanks Spider). This generalized crafting station is used to make domestic goods, refine raw resources, and even, when equipped with a black market AI, produce illicit goods.




* implemented the colonial rifle (created by DFP) - get yourself a kit from the complex and whip up your first ranged weapon

Friday, October 14, 2011

Updates 10/14/11

* implemented weather. Every real hour, weather patterns across the planets are checked, updated, and if requirements are met, dissipated.

Thursday, October 13, 2011

Updates 10/13/11

* my brother did the graphic for the main page and you can view his society6 page here
* minor additions to crafting content
* added cameras
* and small progress on farm buildings



Wednesday, September 28, 2011

Updates 9/28/11

* one or two bug fixes
* implemented ranged combat on the simplest level
* implemented graves

Tuesday, September 27, 2011

Updates 9/27/11

* added garage buildings, for constructing vehicles and tinkering with them
* implemented a new combat system based on dice pools (similar to tabletop game monsterocalypse)

Wednesday, September 21, 2011

Updates 9/21/11: Blueprints and crafting

* implemented blueprints for spawning pre configured areas as well as building and vehicle interiors
* several bug fixes
* added more recipes for the first upgraded harvesting tool as well as the noble 12T-LL transport truck:


* and a utility or two to try to make the text entry less mind numbing:

Tuesday, September 20, 2011

Updates 9/14/11 - 9/20/11

* A* star pathing implemented
* random treasure hunt events each real day, spawned in random sectors. These are broadcast to the sector channels and players have a limited amount of time to find the event - and then resolve it.
* Auto-travel system with random encounters added - in the future you might receive mission objectives here:

Tuesday, September 13, 2011

Updates 9/13/11

* added survey tools, which equip to the special weapon slot. When exploring the tool can record data, which the player can then sell to the central complex.
* fixed up the FOLLOW command, so players can follow each other arround
* implemented the link-up terminal, allowing players to join another player's colony instead of founding their own

Friday, September 9, 2011

Updates 9/9/11

* bug hunting and fixing, including a very persistent matching bug. welcome back, sweet ass parser
* implemented TELL and REPLY, and a global chatnet
* upgraded the wildlife back end to increase the complexity and interesting... ness of wildlife spawns.
* wrote biome utilities to speed up biome customization: