Updates since the last post:
* added new command to Machine Spirit skill
* Added who <person> to see various connection statistics about a single person
* Self-destruct modules can now be configured with the 'configure self-destruct' command
* Sector center guards are a little more intelligent in deciding when to intervene when they witness an attack on a building
* You can now order your crew to drop everything they're carrying which they're not currently wearing or wielding
* Tool and station quality now affects the quality of products
* Several bugs squashed
* New descriptions for 25 items
Picture of a foggy desert:
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.
Monday, May 4, 2015
Tuesday, September 9, 2014
Wayfar 1444 was down for a few hours today
Update: Wayfar is fully operational once again. Some recent updates have included mails when a building or vehicle is destroyed, dozens of new descriptions, and a bunch of bug fixes.
Monday, July 28, 2014
7/28/14 Updates
- Assorted buffs to harvesting tools.
- Adjustments to civilian collection behavior and sanity checks, etc.
- Chop shops got buffed and their reference to acceptable chopping targets is now on a $worldgen property list and not a hard-coded one. You can now chop armor, weapons and gadgets for their constituent goodies (if they have any).
- Foods got restructured and a few new food items were added.
- Various pirate loot containers got buffed and a few new ones added, the newer armor/weapons are now included in the drop lists.
- Small escort vehicles (The 8T-RL escort vehicle) now come with a heavy machine gun mounted by default, it's not as powerful as the autocannon equivilent using the same ammunition but it'll do in a pinch.
- The 8T-RL escort vehicle now has a child vehicle the 8T-BL fast attack vehicle which is slightly slower but has greater integrity and fuel capacity.
- A bunch of minor changes to properties and descriptions for balance purposes and the removal of typos, etc.
On top of all that, I've recently been mucking around with the Unity3D engine, favoring the 2D side. I'm just getting to grips with all the important classes and getting used to the C# language (MOOcode handles public/private status and classes in another fashion) but I'm making fairly decent progress with a little 2D shooter platformer thing as a testbed.
- Adjustments to civilian collection behavior and sanity checks, etc.
- Chop shops got buffed and their reference to acceptable chopping targets is now on a $worldgen property list and not a hard-coded one. You can now chop armor, weapons and gadgets for their constituent goodies (if they have any).
- Foods got restructured and a few new food items were added.
- Various pirate loot containers got buffed and a few new ones added, the newer armor/weapons are now included in the drop lists.
- Small escort vehicles (The 8T-RL escort vehicle) now come with a heavy machine gun mounted by default, it's not as powerful as the autocannon equivilent using the same ammunition but it'll do in a pinch.
- The 8T-RL escort vehicle now has a child vehicle the 8T-BL fast attack vehicle which is slightly slower but has greater integrity and fuel capacity.
- A bunch of minor changes to properties and descriptions for balance purposes and the removal of typos, etc.
On top of all that, I've recently been mucking around with the Unity3D engine, favoring the 2D side. I'm just getting to grips with all the important classes and getting used to the C# language (MOOcode handles public/private status and classes in another fashion) but I'm making fairly decent progress with a little 2D shooter platformer thing as a testbed.
Labels:
2d,
changelist,
changelog,
dev blog,
dev log,
sci fi moo,
space mud,
Unity,
wayfar1444
Tuesday, July 15, 2014
Changelog Summary / Devblog Updates for 7/15/14
* bugfixes & ~200 descriptions added.
* Added a starship construction platform station to the Supra solar system.
* Added a mailing list called *typo for reporting spelling & grammar errors - use the syntax: @send *typo to submit reports.
* Colonists can now be assigned to gather resources and will bring them to your warehouse every 12 hours.
* Daily login rewards added. Referral rewards added. Holiday events coming soon!
* Dragging re-enabled on most things that should be draggable.
* You can now type MATCH or MATCH <string> to see exactly which objects match to which names in game.
* Added association logs which currently track credit transactions.
* Limited orbital bombardment from dreadnought class ships is now possible.
* Collecting some various images from forums posts:
* Alien desert concept art:
(warpstorm test)
(current map and status view... status in need of rework)
(programmer assist MXP menu)
* Alien desert concept art:
* Added new graphical solar maps to the website and a brand new historical event log:
Wednesday, May 21, 2014
Hellcore Tutorial - Creating an API
This is a short tutorial on creating an $api object for Hellcore MOO. This is useful for standard verbs or properties you might want to have on objects that aren't related by tree.
$api is a database that tracks the available APIs - standardized sets of verbs of properties to apply to other objects.
$interface is a definition for the API. You @create an $interface to define the verbs and properties granted by the API.
@create $interface called linkable
@prop $api.linkable #<createdobjectnum>
@verb #<createdobjnum>:link this none none
@prop #<createdobjnum>:input_types {}
All the verbs and properties on the $interface you create should remain blank or unset - they are just to define that the interface has them.
$implementing_interface is where the actual verbs are written and any default property values set. You have to set your previously created interface's .implementation property to the implementing interface in order to automatically apply the interface to objects.
@create $implementing_interface called linkable
;$api.linkable.implementation = #<createdimplementinginterface-objnum>
You then add verbs and properties to the implementing interface. Example:
@verb #interface:link this none none
@program #interface:link
what = args[1];
what:aat(what:dnamec()+" beeps hella loud, because it's about to be linked to an input or output.");
.
The actual object being acted on is passed as the first argument. Write the verb to act appropriate regardless of parentage.
Now that you have your interface, you can refer to it in code as $api.interfacename, and use it like so:
$api.interfacename:is_on(OBJ target) - check if the target implements $api.interfacename.
$api:implement_on(OBJ target) - apply the properties and verbs from the $implementing_interface to target.
$api is a database that tracks the available APIs - standardized sets of verbs of properties to apply to other objects.
$interface is a definition for the API. You @create an $interface to define the verbs and properties granted by the API.
@create $interface called linkable
@prop $api.linkable #<createdobjectnum>
@verb #<createdobjnum>:link this none none
@prop #<createdobjnum>:input_types {}
All the verbs and properties on the $interface you create should remain blank or unset - they are just to define that the interface has them.
$implementing_interface is where the actual verbs are written and any default property values set. You have to set your previously created interface's .implementation property to the implementing interface in order to automatically apply the interface to objects.
@create $implementing_interface called linkable
;$api.linkable.implementation = #<createdimplementinginterface-objnum>
You then add verbs and properties to the implementing interface. Example:
@verb #interface:link this none none
@program #interface:link
what = args[1];
what:aat(what:dnamec()+" beeps hella loud, because it's about to be linked to an input or output.");
.
The actual object being acted on is passed as the first argument. Write the verb to act appropriate regardless of parentage.
Now that you have your interface, you can refer to it in code as $api.interfacename, and use it like so:
$api.interfacename:is_on(OBJ target) - check if the target implements $api.interfacename.
$api:implement_on(OBJ target) - apply the properties and verbs from the $implementing_interface to target.
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