Another Hellmoo/Wayfar crossover promo! Write a review on any MUD site or blog for Wayfar, negative or positive, and receive neat rewards in both games!
This early item has finally been modernized and updated.
New gadget display:
Wayfar 1444 is a text based online multiplayer game. You are a colonist, sent to the surface of an alien world with a few basic supplies. Join up with other colonists, or plot against them, while surviving and building a self sufficient colony.
Showing posts with label procedural generation. Show all posts
Showing posts with label procedural generation. Show all posts
Wednesday, September 9, 2015
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).
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).
Tuesday, December 10, 2013
Procedural generation, node, couch reading list - ongoing updates
Just saw this article at tinyMMO while trying to load crafty.js correctly and it goes over some of the stuff in "on demand systems" like the Wayfar object $ods, when procedurally generating and destroying similiar bits (like rooms in the same biome), but for javascript games. Anyway, here's the article at tinyMMO - Tile Maps of Unusual Size. Great breakdown!
Node.JS Requires reference
Node & Couch on IrisCouch Cloud reference
Node.JS Requires reference
Node & Couch on IrisCouch Cloud reference
Labels:
2d,
crafty.js,
procedural generation,
tile maps
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.
- 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.
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?!
Labels:
changelist,
changelog,
moo,
moocode,
mud,
procedural generation,
wayfar 1444
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.
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
* Wayfar server RAM has been upgraded to 2GB in order to host more systems and the upcoming graphical client
Labels:
devblog,
economy,
moo,
moocode,
procedural generation,
wayfar 1444
Sunday, May 26, 2013
Updates 5/26/13
TV 'n' fish, good times have been had in the last couple of weeks.
- There are now over 20 species of fish to be found in various biomes, a job now exists for fishing up loads of weird alien fish and also there's now four types of fishtank to keep your fish in.
- There's now four more TV channels and existing channels have had their awful daytime tv programming extended to rot your mind even more.
- Various changes to interfaces, with the gear readout having some figures and calculation changed, dice usage now shows the exact number of dice used and your current/max dice for that pool.
- Robots can now be given a line of direct input using the 'direct' command on the robot's control handpad.
- Weapon modules, hurray.
- A bunch of new trophies have been made for various jobs, making competence cabinets at least a little bit useful.
- A TV channel that's full of star trek cast markov bots.
- There are now over 20 species of fish to be found in various biomes, a job now exists for fishing up loads of weird alien fish and also there's now four types of fishtank to keep your fish in.
- There's now four more TV channels and existing channels have had their awful daytime tv programming extended to rot your mind even more.
- Various changes to interfaces, with the gear readout having some figures and calculation changed, dice usage now shows the exact number of dice used and your current/max dice for that pool.
- Robots can now be given a line of direct input using the 'direct' command on the robot's control handpad.
- Weapon modules, hurray.
- A bunch of new trophies have been made for various jobs, making competence cabinets at least a little bit useful.
- A TV channel that's full of star trek cast markov bots.
Wednesday, May 15, 2013
Updates 5/15/13
- New citizen type added to sector centers (Maintenance technician, this and the engineer citizen type will repair buildings and vehicles in the nearby future)
- Crew commands! You can now hire up to three civilians (this may be increased in future by skills or reroll bonuses) and use 'crewhire' and 'crewfire' to manage which civilians you have in your crew. You can give orders to your crew such as converging on your position, holding ground/guarding, looting corpses and attacking. They also respond to standard civilian commands such as 'guard' and 'follow'.
- Cargo droids now have three more commands: 'pickup', 'dump' and 'inventory'. The function of these is fairly straightforward.
- Biome web interface has been neatened up, resource spawn rates are now quoted as verbal figures rather than numerical, all current weather types are now described.
- Creature web interfaces have been neatened with blank lists being replaced by 'does not drop any items' or 'does not spawn with equipment' and drop lists have been added with links to the objects.
- Charge rods have been buffed again.
- Requirements on some items have been fixed or modified.
- Some items and creatures have been given descriptions.
- Many locked treasure containers have now been given descriptions.
- Some new helpfile entries have been made.
So far, not bad considering I only got awakened from my text slumber three days ago.
- Crew commands! You can now hire up to three civilians (this may be increased in future by skills or reroll bonuses) and use 'crewhire' and 'crewfire' to manage which civilians you have in your crew. You can give orders to your crew such as converging on your position, holding ground/guarding, looting corpses and attacking. They also respond to standard civilian commands such as 'guard' and 'follow'.
- Cargo droids now have three more commands: 'pickup', 'dump' and 'inventory'. The function of these is fairly straightforward.
- Biome web interface has been neatened up, resource spawn rates are now quoted as verbal figures rather than numerical, all current weather types are now described.
- Creature web interfaces have been neatened with blank lists being replaced by 'does not drop any items' or 'does not spawn with equipment' and drop lists have been added with links to the objects.
- Charge rods have been buffed again.
- Requirements on some items have been fixed or modified.
- Some items and creatures have been given descriptions.
- Many locked treasure containers have now been given descriptions.
- Some new helpfile entries have been made.
So far, not bad considering I only got awakened from my text slumber three days ago.
Tuesday, November 27, 2012
Updates 11/27/12
* bug fixes, ideas implemented, and general cleanup:
* main weapon room for large ships:
Intruders can hack this room to halt or dissipate the main weapon charge. The main weapon can be recharged by crew or players with the starship engineering skill. The more engineers present the faster the main gun will recharge.
* More guides added to the website
* Cleaned up indoor map display and spruced up the dreadnought interior:
* ranger background's hunting skill is now useful:
* main weapon room for large ships:
Intruders can hack this room to halt or dissipate the main weapon charge. The main weapon can be recharged by crew or players with the starship engineering skill. The more engineers present the faster the main gun will recharge.
* More guides added to the website
* Cleaned up indoor map display and spruced up the dreadnought interior:
* ranger background's hunting skill is now useful:
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
* 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
Monday, September 17, 2012
Belated updates 17/09/12
Whilst it may seem that nothing's going on as far as updates go, nothing could be further from the truth-
This is VN-1229. It's horrid and blocky but it's a test bed for a world generation layer which makes the equator hotter and the poles colder, whilst manipulating the biomes near the poles to give some semi-realistic replication of polar terrain. Currently this makes the entire planet look like a bizzare giant cylinder but with a little work and a perlin injection it should look a lot nicer.
What you see here is a bleak, no-frills map of temperature values which for some strange reason has been turned on it's side. The far left and right of the image show polar temperature values, and the center of the image shows equatorial temperature values. Since the majority of the planet is desert the temperature values are affected little by polar fluctuation, making some areas of the image redundant. It still gets the point across though, it works, sort of.
On top of this, moon dungeons now have a hibernation system in which they'll hibernate, then junk any npcs inside them if there's nobody in them.
On the mundane side however many unannounced updates have been made, such as advanced materials from exotic asteroids and gas clouds in distant systems finding use as materials for advanced armor and weapons, as well as various improvisable items, new materials, new weather types, new biome types, etc.
Not far to go, beta gets closer by the day.
This is VN-1229. It's horrid and blocky but it's a test bed for a world generation layer which makes the equator hotter and the poles colder, whilst manipulating the biomes near the poles to give some semi-realistic replication of polar terrain. Currently this makes the entire planet look like a bizzare giant cylinder but with a little work and a perlin injection it should look a lot nicer.
What you see here is a bleak, no-frills map of temperature values which for some strange reason has been turned on it's side. The far left and right of the image show polar temperature values, and the center of the image shows equatorial temperature values. Since the majority of the planet is desert the temperature values are affected little by polar fluctuation, making some areas of the image redundant. It still gets the point across though, it works, sort of.
On top of this, moon dungeons now have a hibernation system in which they'll hibernate, then junk any npcs inside them if there's nobody in them.
On the mundane side however many unannounced updates have been made, such as advanced materials from exotic asteroids and gas clouds in distant systems finding use as materials for advanced armor and weapons, as well as various improvisable items, new materials, new weather types, new biome types, etc.
Not far to go, beta gets closer by the day.
Thursday, August 30, 2012
Updates 8/30/12
* moved to a new server for half the cost with double the RAM
* added airlock doors to some starship interiors, allowing you to vent anything in the airlock into space
* added ship intercoms
* a multitude of spawner improvements, mainly to support & implement a full 3d on demand spawning for digging and climbing. Which does work at last:
* a variety of other random fixes
* digging in it's most basic form:
* new job for linking solar systems with a warp gate
* added two new solar systems
* security cameras are now available on the electronics processor tool:
* new starship for constructing space deployables:
* added airlock doors to some starship interiors, allowing you to vent anything in the airlock into space
* added ship intercoms
* a multitude of spawner improvements, mainly to support & implement a full 3d on demand spawning for digging and climbing. Which does work at last:
* a variety of other random fixes
* digging in it's most basic form:
* new job for linking solar systems with a warp gate
* added two new solar systems
* security cameras are now available on the electronics processor tool:
* new starship for constructing space deployables:
Friday, August 24, 2012
Updates 8/24/12
-
New robot voice command:
- You can now give orders directly to robots when you are in the same location:
- Bug hunt/housekeeping/idea implementing:
- Added pinch command to clear out offline players from the central complex
- Tools now display any unlocked blueprints from look_self
- Mobile painting rig for styling up houses and vehicles:
- Decal etching for vehicles, flyers, and starships - works in tandem with painting:
- Quick list for qualities and status of your container items:
- Desert life snapshot:
- Ice planet snapshot:
Wednesday, August 15, 2012
Changelog 8/15/12
* Ignore command added
* Demolition charges are available on the engineering tool. These explosives are capable of destroying enemy buildings. They must be claimed and armed first, then remain armed for a 12 hour (real time) period before exploding.
* WHO revamp
* implemented the second medigun, which heals the assist target, as well as nearby party members
* @play now has access to combat and the kill, scan, examine, and tactical commands
* new reactive healing gadgets:
* robot guard command implemented - robots, when on guard duty, will defend their controller and their controller's stuff (including the robot itself of course)
* Demolition charges are available on the engineering tool. These explosives are capable of destroying enemy buildings. They must be claimed and armed first, then remain armed for a 12 hour (real time) period before exploding.
* WHO revamp
* implemented the second medigun, which heals the assist target, as well as nearby party members
* @play now has access to combat and the kill, scan, examine, and tactical commands
* new reactive healing gadgets:
* robot guard command implemented - robots, when on guard duty, will defend their controller and their controller's stuff (including the robot itself of course)
Monday, July 30, 2012
Changelog 7/30/12
* new shot of the on demand status, which has been running quite nicely for the last month or so. Next up is making it three-D to handle the underground. Altitude simulation is in as well!
* added vehicle painting customization:
* added the first pvp claimable - a fusion bomb (yes i did get this idea from the dark knight rises). After a 12 hour delay it scours the land nearby. A good way to get rid of buildings:
* Aphtonites implemented air support for npc invaders and buffed up SCUDs, among other internal changes.
* Death taunts - now on laffnet!
* added vehicle painting customization:
* added the first pvp claimable - a fusion bomb (yes i did get this idea from the dark knight rises). After a 12 hour delay it scours the land nearby. A good way to get rid of buildings:
* Aphtonites implemented air support for npc invaders and buffed up SCUDs, among other internal changes.
* Death taunts - now on laffnet!
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