Showing posts with label planet map. Show all posts
Showing posts with label planet map. Show all posts

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, July 2, 2012

Changelog 7/2/12

* Aphteroid asked me to post some of his changes in the dev blog too. I was going to, but there were so many it would take too long.  Several dozen fixes and additions: for flyers, new explosives and gas masks, bandages, dropped loot, more.
* Apht fixed cockpit view for instance:

* re-implemented HellMOO $decal objects and added the first decal, which of course is a nice scorch mark from your drop pod
* a whole lot of improvements and bug fixes to the spawner:







* weather revamp:
two cloud fronts with rain in the middle

northern clouds / weather shift after update

clouds to the southwest, rainfall off the coast
forest in the middle of the clouds on FROG-1322



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