Showing posts with label moo. Show all posts
Showing posts with label moo. Show all posts

Thursday, February 20, 2014

Updates 02/20/14

Hawgnote: Wayfar 1444 is now available on the chrome web store (for free): Wayfar 1444 Free Game Client

Wow it's been a real while since the last updates post, things have been slow in the last few months since I lost my job and the other admins have been busy with their respective jobs/lives, but recently I've had a resurgence in focus and have made some pretty hefty changes and additions recently. Here's a roundup of what's been changed recently:

- Asteroid mining modules can now be mounted on any starship with available module capacity, it won't run unless you have an available cargo bay however. They can now be crafted too.
- Cargo bay assembly kits can be manufactured and mounted on any starship to add a cargo bay to the ship, this is required for asteroid mining and gas harvesting modules to work.
- Asteroid miners had their cargo hold capacity doubled and will vastly decrease asteroid mining times (making other ships using mining modules less efficient).
- The $noise framework that came with the Hellcore has been implemented, all vehicles now make noises when driving/flying, launching, landing and exploding, explosives will make noises when exploding and vehicle horns will now honk. These sounds can propagate through both indoor rooms and wilderness rooms.
- Laser tripwires have been added to trigger devices such as remote charges, doors, and even missile silos when people who aren't authorised on the tripwires enter the room.
- Missile silos are no longer cheaty and require you to choose a target from a list of major structures on the planet, they now require an X/Y value to target.
- Some fancy new frameworks in place for producing unique sets of randomised critters and herbs/plants for each planet.
- Restructuring of the $drug framework to factor drug resistance from armor and other drugs back into the game.
- Weapons can now be looted with bad prefixes, making them worse than their parent weapon. Some new random weapon prefixes have been added.
- Armor can now be looted with a second set of prefixes, much like the prefixes weapons have. Some of these can be bad but some may increase the damage resistances of the piece, increase the dodge and defense rolls or even hacking rolls.
- Random stat-boosting relics have been added, they can be researched from the 'odd trinket' artifact and have randomised stat-boosting values including hack bonus, they occupy a gadget slot and may even generate with only negative bonuses.
- Random relic engines have been added, the research item that yields them is only found on moons (and hence requires special equipment to acquire) but they can provide exceptional size-to-thrust efficiency, fuel-to-thrust efficiency or both!
- Additional stat-boosting relic prefixes, names and descriptions have been added.
- New stamp prefixes for armor, and more non-stamp prefixes.
- Reworked armor descriptions to factor in all bonuses on those items.
- Random material armor now has a working 'points' routine which randomly assigned bonuses (previously the 'points' calculated would always be 0).
- Various armor pieces and other objects got descriptions.
- Armor pieces now have durability descriptions that match their base material (fiber, cloth, metal or ceramic).
- A new smokeable item has been added: Sky-sticks which are available from cigarette vending machines (in cantinas and other shady places), these provide an instant dice recovery and a clarity dice max and regen bonus.
- Smokeable items now have a small chance of giving you a cough when used, the cough has a chance to produce noise each heartbeat and a very small chance of harming you each heartbeat. This can be remedied with a relaxant inhaler which is available from central complex stores (it is a dice regen enhancing drug within it's own right, so it has use outside of curing coughs).
- The administration level of central complex had a few changes to prepare for a central complex quest contract store, the lounge on that level got a comfy couch, starkiller game machine and a cigarette machine (go buy some sky-sticks dog, 's cool).
- Some hefty restructuring of quest contracts from a mostly faction-related task to gain reputation towards credit-rewarding tasks, faction quest contracts will remain in-game for their original purpose though.

There's more stuff but I can't remember what it was, I do remember dropping a nuke on someone's house though, sorry whoever it was.
(Edit 02/21/14 & 02/22/14 - Added some of the stuff I did and some stuff I remembered).

Wednesday, November 27, 2013

Updates 11/27/13

It's been over a month since the last post, most of the work done since then has been mostly behind-the-scenes but there have been a few things that may be of note to players:

- Factories now have an industrial catalog terminal that allows you to purchase packages of materials and components to save you time and effort in exchange for cold hard cash.
- The pre-assembled models of modular chassis starships are almost all done (the five dreadnought variants have yet to be fitted) and are available for purchase.
- Life support modules are now mandatory for space travel without an EVA suit, non-chassis starships are fitted with one by default.
- Changes to the 'gear' command; all uncovered body parts are now displayed, weapon attacks show what damage type they do and weapon attacks show the duration of the attack.
- Improvising with a material now shows only one of each type of material and chooses the highest quality piece of a material available.
- Various vehicles got a speed increase.
- Battlegrounds got some attention- they now clean the battlefields properly, store people's equipment properly, last longer, had the loadouts changed, no longer trap you in the battleground forever and now no longer mysteriously eat people's equipment. They also got a helpfile too.
- Sector centers got a helpfile and some commands to help you round up and manage your civilians.
- Purchases made at NPC-constructed randomly stocked buildings will now pass half of the price of any items purchased there to the owner of the sector center on each daily income tick.
- Robots had some adjustments and new commands to allow players to make them perform actions which didn't work with robots.
- Wildlife (including robots) now have an 'attack' command to make the play as wildlife feature easier, no more having to wait for that muta-chicken to attack randomly.
- Large pirate bases got some new goodies inside them (including large cred-vaults and lockboxes which drop more and rarer gear) to make up for them being so large and awkward to travel through.
- The algorithm behind applying the 'superior' bonuses to weapons (the (!) suffix on weapon's name) has been fixed, it would previously only allow bonuses up to 'level' 4 and now allows bonuses up to 'level'6.
- Putting all of our armor, weapons or gadgets into a container now ignores the items you are currently wearing or wielding for sanity's sake.
- Starship parts and various other components were assigned relatively sane weights and values (in most cases the value is increased significantly, they have all mostly been described too.
- Dismantling buildings will now return the components to you, but will only return around 50% of components if you lack the Crude Planning skill.
- Bleeding is now also caused by bullet/slug shell damage.
- Crafting tools will now check for materials and components lying in the room the user is standing in, this makes the now quite hefty starship parts much easier to use when crafting and can save effort in some cases.

And for new content:

- Black Markets with randomised shops, the shop types are determine upon placement and can be one of six types: Implant, Munitions, Superior Equipment, Starships, Medical or Robots. All of these shop types provide at least some items, objects or vehicles which cannot be found elsewhere.
- Warp-class modular-chassis destroyers, frigates and dreadnoughts, which come pre-equipped with a warp drive as well as the standard weaponry, power, scanners and engines loadout for similar vessels.
- Burns, which are caused by thermal, laser or plasma damage. They will persist for five minutes and are slow to decay, they have a stacking stamina and aggression dice max detriment as well as a stacking reduction to dodge and defense rolls, they can be treated with fungal salve, burn salve or burn patches (in increasing order of effectiveness).
- Implants which provide either static bonuses, damage resistances, actions or the capacity to release a drug are now available from the black market, some require reroll points to install and most will be damaged every time you die and are likely to be left on your corpse when you die. Examples of implants are the Hack-pro implant which increases hacking rolls, the Subdermal impact dissipators which provide damage resistance to impacts and explosions, and the Hemostatsis coordinator implant which can be activate to release a drug that reduces bleeding quickly.
- Various new ammunition packages to be bought from black markets.
- A few new robots to be bought from black markets, a few new control pad commands for robots ('clear' to cancel actions as an example).
- A few new wildlife types to get eaten by.
- A few new artifacts.
- New food and drink items, all older food and drink items have been described and given values.
- New containers in large pirate bases which can drop some interesting equipment.
- Several new fish (some of which are pretty high-value).
- Some new jobs for achieving milestone goals (such as building a sector center or making your first warp jump).
- Food pills and donuts, both with random flavors.
- Throwing wild eggs at people splatters them with egg and reduces their clarity and to-hit.
- Some new modular-chassis starship components.

And one the side:

The player helpfiles available in-game can now be accessed via the website in the guides section, it includes all subjects currently written (and some unwritten).

No pictures so far this month, but if any good shots turn up then they'll be posted here.

Wednesday, October 16, 2013

Bio-Engineering Preview

THE SOURCE

Life among the stars is strange & different, but most lifeforms are the kind with skin.  Skin or hide color determines the genetic sequence color you receive from a dead lifeform.  Different colors correspond to dice pools, health points, limbs, and general appearance of the creature created with bio-engineering.

Red strands: Increase the aggression dice pool of the engineered creature.
Green strands: Increase the maximum health of the engineered creature.

You can also recover rare strands of genetic material that come with a bonus and a drawback.

Mutagen-13 strand: Increase maximum health points by 10, decrease stamina dice pool by 1.
Radiated red strand: Increase aggression dice pool by 3, decrease maximum health points by 25.
Unlinked Q-Strand:  Dice pools are shuffled every 3 hours.

THE TOOLS



* Bio-Organic Synthesis Tool *

This advanced tool can blend, shred, analyze, and sequence genetic material.  It is used to craft advanced reagents, complex cellular scaffolds, and incubate the final results of bio-engineering.

The synthesis tool includes the SCRAPE command.  Scraping harvests a genetic sequence from a corpse, if one is available and in good condition.

THE PROCESS



To bio-engineer a creature, a player needs both a scaffolding and a set of reagents to manipulate a collection of genetic strands.  To create larger or more complex creatures, a larger scaffolding and extra reagents are required.  The genetic strands are combined with the scaffolding to create the prepared genetic sequence.  A complete genetic sequence can then be incubated via the synthesis tool.

THE RESULTS



The different colors of strands impact not only stats, but the appearance of the creature, such as size and weight, number and configuration of limbs, and maximum dodge and health.  These attributes, especially limbs and size, determine the available attacks the creature can use.

Creatures will follow and assist you until they die or are lost - if lost for too long, the creature will escape into the wild and possibly ruin the nearby ecosystem.

Tuesday, August 20, 2013

Belated 08/20/13 Updates


Alright boys and gals, it's been a while since anything new's been up on here and as a result the updates have been piling up ready for publishing. Here goes:

- NPC pilot routines are now functional, applications for these routines are in the works.
- Civilians are no longer randomly aggressive towards their colony owner, or any members of the faction that owns their center (if a faction owns it).
- Faction reputation mechanics are now in place, even non-aggressive NPC factions will attack you on sight if you're below a threshold reputation (-1000 across the board right now), and aggressive ones won't attack you unprovoked (and less aggressive ones will be more forgiving) if you're above the upper threshold (1000 across the board.). All faction chapters under each name will handle the same reputations respectively, negative reputation also decays over time.
- Faction reputation tasks are now in place, the delivery task is available at the contract office which should be present next to each NPC faction's sector center. This task requires you to deliver an otherwise useless quest item to a certain member of the faction for rep and cash, if your rep overflows above the upper limit (5000) the overflowed amount is multiplied by five and added to the cash reward.
- Killing an NPC faction's members and destroying their buildings will reduce your reputation and likely make them aggressive towards you.
- Discounts at NPC faction owned shops for people with high positive reputation are in the works.
- The travel command is fully serialized and now relies on coordinates instead of room objects, all the AI processes (a LOT of processes, mind you) I had tied the travel command into have been changed as a result. Some features of travel have been polished to handle invalid or no input better.
- Several new NPC-constructed buildings including pawnbrokers, pharmacies and more.



- Gas giants and fuel scoops to harvest fuel from gas giants are now working, there's no gas giants in the current four systems but when the universe is exploded and reborn there will certainly be some.
- Dust cloud zones containing various materials in the form of coalesced bodies of dust are also working but not currently present.
- Numerous updates to starmaps including new symbols to account for new solar bodies and an updating mechanism which can account for the (relatively) rapid turnover of asteroids and gas/dust clouds, as well as any changes in solar systems.
- Solar system generation routines are much more flexible and allow for hugely variable solar system biomes
- Moon and planet hibernation routines are now more flexible when new planets or moons are introduced.
- Two new moon dungeon types, containing all-new hackable containers and stuff.
- The planet maps on the wayfar1444.com website such as that for FROG-1322 are now much more efficient and will load faster now.

- Several models of pre-made modular starship are in the works.
- A handful of new drugs, including a broad-spectrum vaccine for common alien diseases and three drugs for increasing dice pool and dice regeneration of each type of dice.
- Several new other medical items, including two new medical kits containing previously unused items and a coagulant injector for quickly reducing bleeding.
- A few new robot types.
- A new swimming/drowning mechanic in which you are allowed to spend roughly 180 seconds swimming in an ocean before beginning to drown. You will receive progressively higher damage when drowning for prolonged periods until it outdamages any possible healing. Wearing diving gear will maintain your swimming stamina until the gear is used up.
- Various updates to flavor items.
- Several descriptions of creatures and items amended.
- Trophies and trophy cabinets have been reworked and several new trophies are available.
- Refining processors now announce to their containing room when people add things, mass-add things and when they are finished processing.
- NPC indoor pathfinding is now more refined and NPCs no longer freak out or get stuck (as much).
- Slot machines (the house always wins)!

Oh and I made a tutorial/chargen too.

I didn't even document most of the more trivial bug fixes and changes, and I still need new wrists after writing this.
Keep tuned folks, there's more to come.


23/08/13 Edit: What is this? A moon in front of a spinning WY-1444?





Background stars and zooming function?!

Wednesday, July 10, 2013

HTML5 website maps

After a bit of fiddling with outputting large volumes of code from the game to the website, I managed to cobble together a map which pulls data directly from each tile on a planet and displays it as a 4x4 pixel block with a color respective of it's biome. The map doesn't have a key but you've gotta walk before you can run.

Who said text-based games couldn't be pretty? If you want to have a look for yourself, the planet list is available in the Guides section of Wayfar1444.com, and each planet is listed and linked to their respective pages.






And back to the regular updates:
- A few more biomes (can't have enough of those).
- Multi-tile driving is now possible (and recommended).
- More work on NPC faction capabilities and their (still kinda stupid) AI.
- An important events logbook in the Guides section of the website, displaying interesting information such as abundances of shortfalls of trade goods, collapse of factions, the slaying of horrid monsters/world bosses and the likes. All of these reports are also reported on everyone's favorite trash TV channel SensiVision.
- Much more info is now displayed when viewing a player on the website, such as their first connection time, their currently equipped armor and weapons as well as whether they're a member of, or even a leader of a faction. (Faction web info has yet to come but it'll come soon).

Given that I've been dabbling in the web client (it's only managed to connect to the socket.io on wayfar1444.com once, but hey), you might even get some fancy dev screenshots/previews involving a (more simple) 5x5 or 7x7 map of surrounding tiles when on a planet surface.
Keep tuned folks, plenty more to come.

Monday, June 17, 2013

new $economy object testing 6/17/13

Currently Wayfar uses an $economy object to track transactions on each planet.  This is handy for calculating NPC buy orders or adjusting the (totally unfair) pricing on NPC provided items.  As it is, these economies actually hold and track real item objects.  I've written new methods to abstract this in order to save memory.  Testing continues!

* Wayfar server RAM has been upgraded to 2GB in order to host more systems and the upcoming graphical client

Monday, October 8, 2012

Updates 10/8/12

* Water world with ice poles:
* Elephant planet:
* Improvements to starship detail (power consumption, thrust vs mass, and engineering consoles):
* Hunger and thirst now reset every 3 hours instead of 24 hours

Friday, August 10, 2012

Aphteroid changes 10/08/12

Another truckload of changes in the past few days, mostly revolving around civilians and their role in the colony. Whilst we had planned to make them work at the civic buildings you construct this never actually came to fruition.

Instead, I made them available for the controller of the sector center to use as personal bodyguards, if you control their home sector center then you may ask them to follow you or to stay put as you command, if you give them weapons they will gladly wield them (and automagically reload ranged weapons with ammo produced from their magick pockets) and if given a piece of armor they will either put it on, take off an existing piece of armor in the same slot and replace it with that given to them, or reject the new armor if it's value is lesser than their existing piece.
All this, and you can now construct a militia barracks which will encourage the civilians to perform training exercises to improve their maximum health and maximum dice pools, making them more effective bodyguards and defenders of their colony. I also payed some attention to the sector center itself, changing the description of the governor's office to account for statistics including, but not limited to bonuses from surrounding civic buildings and the maximum population the colony's total civic bonus can support. (Generally five, plus the total civ bonus divided by two).

In short:
- Civilians are available to colony owners as bodyguards
-Civilians now accept equipment from people
- Civilians are able to improve their terrible default health and dice pools (with some help)
- Sector centers now update their maximum civilian allowance every three hours dependant on civic building counts
- Civilian housing buildings are now un-hidden by default, now bear lootables of mediocre value and now have default damage resists
- Civilians sometimes spawn with default equipment such as colonial rifles and machetes
- Civilians sometimes spawn with an AI package to allow them to bandage wounds of them and nearby friendlies

Of course I did do other stuff aside from this things, but I'll keep it short:
- Changed food to actually make it beneficial, making it nearly always give you a status effect which provides a dice/max hp bonus and periodic dice regeneration
- More buildings, and more buildings for NPC factions
- More AI and improvements to existing AI packages to make them do less stupid things and cause fewer potentially hilarious accidents (like a complex two ranger being mysteriously dragged around the circumfrence of WY-1444 after a typo in NPC vehicle support)
- Various bug fixes, including the notorious 'oh my god I just typed get all and now I can't stop picking up things please someone kill me oh goooooood' bug and it's variants.
- please help i'm dissolving in text

Tuesday, August 7, 2012

Aphteroid Changes 07/08/12

Aphteroid again, a few more noteworthy things I've made amongst the ocean of property setting and verb/action tweaks I've done to push progress on the underground.

Random weapon bonuses/modifiers, weapons looted off NPCs such as pirates may now have a random modifier such as 'light', 'heavy', 'serrated' and 'balanced', amongst others.

These modifiers affect the properties of the weapon, at the moment include:
- A fixed reduction or increment to the damage done by the weapon.
- A fixed reduction or increment in the time taken to perform attacks with the weapon.
- A fixed reduction or increment to the deterioration chance of the weapon.
- A fixed reduction or increment to the weight of the weapon.
- A fixed reduction or increment (usually an increment) to the value of the weapon.
- A fixed reduction or increment to the tohit/accuracy bonus of the weapon.

It was all fairly simple to do, but that's the joy of procedural generation- even a few simple rules can diversify gameplay to a great extent.
I used this new support for bonuses to make a tier 1.5 version of the Colonial Machete named the Bolo Machete, which requires 1 Plastiform Brick, 2 Solid-phase Alloy and 1 Responsive Metal, most of which require some effort and existing infrastructure to acquire.

On top of this, a few new drugs/injectors have been implemented:
- Those who have respawned will be given a bonus to all dice max and max hp for two minutes (approximately)
- Liquid food injectors for those who don't like eating.
- Two new drugs (blast-zone and jerkback) which immediately recover a large amount of dice and give some buffs/debuffs (and will harm you if you go over 5 doses).
- All of this involves the chemistry tool and medical workstation, which are somewhat unloved at the moment.

In other news, I scoured a whole bunch of items which didn't have credit values or correct components and gave them appropriate values respectively, and did a bunch of other things which I forget.
Oh, and I fixed bugs too.

Friday, August 3, 2012

Changes 03/08/12

Aphteroid here. I got my nose to the grindstone for the whole of yesterday and early today and got a pile of stuff done.

- NPC factions now have a great deal more support, and in the nearby future will be populated on-the-fly with the birth of planets or when an existing faction is destroyed. Here is a funky image of the factions database's readout.


- Various bugfixes, tweaks and additions have been made, notably the ability to stop a hacking attempt and the ability to enter 'all' when crafting, this immediately transfers the required number of components from the highest quality components available to the tool.

- Scanning things, it actually gives you details about things in space now! (If you didn't already notice).


- Planets which are not hospitable, for example FA-1116. This little number is small, boring, and every inch of it's flatland-and-desert surface is covered in strong mineral acids and vents that jet the aforementioned acids everywhere. Luckily it didn't quite have the right conditions to generate oceans of mineral acids, but it's still horrid.


-  Claimable machine gun nests with MG-128 heavy machine guns (formerly scout-class 'rat' gatling guns, when mounted on vehicles).

- Vehicle weapons which require ammo.

- Automated crafting workstations, which will pull components from their input hopper, assemble the product specified and put the finished product in the output hopper. This degree of automation should make lengthy processes such as starship construction or the mass-production of processed materials a lot easier.

- Non-sentient wildlife now age a lot faster, dying of old age within (approximately) one or two real life hours. This helps remove wildlife from rooms which should be purged, helping reduce database size and memory footprint further.

- Innate skills and bonus items given by background, the ranger background provides you with a Ranger Duster, an alright piece starter of torso armor for soaking physical damage and the Keen Eye innate skill which provides a +2 ToHit bonus and +5 to your maximum Clarity dice pool.
The Serial Killer background provides you with the Insane in the Membrane innate skill which provides a +1 ToHit bonus, a +1 Dodge bonus and +5 to your maximum Aggression dice pool.
The Lab Tech background provides the Lab Coat, an alright piece of starter torso armor for soaking energy, chemical and toxic damages.

- Moon phases, as 17-EGRET and 7-BLUEJAY both have two moons orbitting them, I decided to have the two moons have phase differences, adding a little flavor to existing moon phase messages displayed by the 'time' command (which I fixed, at some point in the last 2/3 months).

- Intelligent NPCs can now use weapons or armor. Whilst they will not wield weapons given to them, any NPC faction units or pirates will now spawn with weapons or armor with either 100% certainty or a chance of the item spawning. This is due to a spawn equipment support, and attack suggestion update I made a month ago which allows intelligent NPCs to spawn with weapons, armor and gadgets and hook into existing support for wielding the objects they spawn with, they will select weapons they are wielding before they use their standard attacks and will reload any ranged weapons that require ammo.

All in all, a productive month and a half, we're making strides towards our Alpha Stage-2 goals now, having nearly completely finished Stage-1 goals, expect good things in future.

Wednesday, May 30, 2012

Updates 5/30/12

* harvestor buildings implemented thanks to Aphtonites
* fixed up seating and furniture
* wrote several help files
* crafting buildings (garage, factory, space complex) now come with the appropriate workbenches
* all robot attacks now have messages, and some minor fixes to the machine arenas
* the flash client command reference is no longer in Portuguese! Speaking of, it is a nice client called hMud and you can get it here: http://debomud.org/hmud/ - I tried several others before I found one that printed the ASCII maps correctly.
* A flavor vidja game for the sleazy bucket.  This one is based on Alastor aka Alastor Starkiller's REAL LIFE:




Wednesday, May 23, 2012

Hellcore release party

The hellcore is the trimmed, fixed version of the utilities and systems used on HellMOO and Wayfar.  It is a world of difference from most of the stock cores available online.  The wizards at hellmoo.org have released this very useful (if you're making a MOO) database for free:

Hellcore Release - HellMOO.org



Hell yeah you say!  Me too, so as a bonus, here is an offer for free MUD hosting: Amazon AWS Free Tier.  What more can I do!

One of the useful hellcore features is $api, which lets you apply certain properties and functions to an item without having a long chain of object parents, even for disparate activities.  When you get settled in with the hellcore, I've posted my MXP $api below.  Nearly painless clickables B)

modular-moocode @ google code