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1  Village Square / General Discussion Area / Re: Wayfar 1444: a roguelike MUD/MOO set in the far future on: June 07, 2012, 01:51:41 PM
I wanted to note the database and binaries I used to build the game is now open source, you can get it from the link here on my dev blog:

http://wayfar1444.blogspot.com/2012/05/hellcore-release-party.html

Even more than the sci fi game I'm working on I'm interested in the things that will come out of this over time.  You could easily (and I do) use the MOO server to send JSON, XML, or even HTML directly and do a game that wasn't telnet at all!
2  Village Square / General Discussion Area / Re: Wayfar 1444: a roguelike MUD/MOO set in the far future on: May 03, 2012, 11:14:07 AM
The base "database", with useful utilities etc, is being released open source soon.  And I've released/blogged several expansions.  The game portion that I've written is not open source, same as with private modules on LoGD.  The base database is a useful tool for rapidly making a game, which is why I chose it.  My eventual plan is a fully graphical client in Flash or something similiar - the text server is quite useful for sending data in whatever format you like, eg XML or JSON.
3  Village Square / General Discussion Area / Wayfar 1444: a roguelike MUD/MOO set in the far future on: April 26, 2012, 11:13:39 AM
Some time ago I did some experimenting with procedural generation (random/selected generation) on Castle Siege, which was running as an LOGD mod.  I generated the maps this way, but never did really finish the project.

Now several years later I have opened up a fully procedural project running on LambdaMOO, which is a text based telnet server.  It's called Wayfar 1444.  You use english style commands and play the part of a colonist sent to the surface of an alien world with only a set of basic gear.  The eventual goal is a fully graphical client you can play through, but that's easily a year off.

Anyway I thought I'd post it here to let you guys see what I've been working on for the past year or so!  I brought a lot of the concepts I picked up from webgames and LoGD specifically, to the project.

You can play directly through the browser here:
http://wayfar1444.com/flashclient

Or using a telnet/MUD client to connect to wayfar1444.com port 7777.

It's kind of a dwarf fort, conquestmud campy/far future sci fi game that I've been working on for about a year.  Things that are working as of now include procedurally generated planets, kingdom of loathing inspired reroll system, modern style skill based advancement, exploration & crafting, vehicles, aircraft, turrets, starships, player owned shops & buildings, hacking, procedural wildlife and resources, robot control and a unique dice pool based combat system.
4  Game Administration, Installation and Configuration / Installation and Configuration Assistance / Re: uploading files on: August 10, 2011, 04:00:49 PM
This isn't an error, more like a warning.  If you are uploading newer copies of files you should select "move and replace".

Also double check your filenames and make sure you are uploading to the correct directory.
5  Village Square / General Discussion Area / Re: LoGD Dead? on: August 10, 2011, 02:34:10 PM
I don't think it's dead, MightyE's server still has ~20 people online which is quite good for a BBS door port, and impossible island had 100 people online which is fantastic.
6  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re: Questmaster on: January 05, 2011, 03:09:41 PM
It probably wasn't out of date when Loopz posted his question 5 years ago.

Just sayin'...

;-P

Haha Grin Very trye, but it was in one of my lists and I wanted to make sure it was easy to find out where to get something better.  Let's just call it Advanced Internet Necromancy Practice
7  Modules, Themes and other customizations for your game / Completed Modules for version 1.x.x / Re:Questmaster on: January 04, 2011, 11:56:21 AM
We have installed this and the first person to use it was asked to find a "006-125" ?

Am i missing something ?

No, this is normal, I had a very simple creation routine for the names.  Questmaster is very out of date and you should use Quester instead.
8  Village Square / General Discussion Area / Re: Happy New Year! on: January 03, 2011, 02:06:58 PM
happy new year to all - just one more year till the political elites kill us all off Cool
9  Core Code Development Discussions / Version 1.2.0 Development / Re: Core Templates on: December 30, 2009, 10:42:03 AM
vcpp is very useful for stealth logding, keep it.  And second the addition of Console to the core themes, it's clean, simple theme.
10  Coding Support / Coding Support Desk / Re: Tracking Death on: December 17, 2009, 02:25:12 PM
Yes it is only called after a DK
11  Coding Support / Coding Support Desk / Re: Tracking Death on: December 17, 2009, 02:19:13 PM
You should be able to, I believe the dragonkill hook is before everything resets.
12  Village Square / General Discussion Area / Re: Similarities Much? on: December 13, 2009, 12:03:51 AM
bwagagaga XD he's old and he looks like the emporer kind of a++ post
13  Game Administration, Installation and Configuration / The Idea Place / Re: Improved Combat Ideas? on: December 09, 2009, 03:23:50 PM
I think core ideas are a good fit for this thread, and I'm 100% open to discussing them.  Here are a couple of things off the top of my head I think would be an improvement to the core combat code:

* treat all participants exactly the same - there should be a "combat actor" dataset of some kind that both monsters and players can be loaded into.  Ideally this would be as non restrictive as possible, with overrideable functions for things like damage calculations (so that you could change the stats up without rewriting)

* companions should fit into the above as well

Now before I add the rest I should note that it's perfectly fine (And in many ways desirable) for LoGD, the base game, to have a very simplistic combat setup.  I do think a more complex system could replace the one we currently have and still preform simply though...

* weapons/armor and resistances - I think this wouldn't be too hard - just more spots to allow modification of the damage dealt or the base stats by equipment.

* equipment itself should be core supported.  I think this would be highly desirable.  Items that can be in several different states: equipped, in inventory, usable out of combat, and usable in combat.  Again, the base LoGD game doesn't necessarily need to have a bunch of different items and armor types, but the support is the important thing.  Things like Cedrik's potions could be moved over to an item system while keeping the core gameplay stable.

As for character development, while I think combat and item changes would lend itself to this by enabling some more involved gameplay, I think a lot can be done with the existing core such as specialties.  For instance it was trivial for me to add "ranks" to each specialty and allow players to level up with a paragraph or two of code in the specialty.
14  Game Administration, Installation and Configuration / The Idea Place / Re: Improved Combat Ideas? on: December 09, 2009, 12:49:56 PM
That's essentially what I'm doing, replacing the forest with my own adventure area, and then using a module for the combat.  So far on teams I've got an array of the "critters" involved (including the player, who is treated the same as all the other creatures, meaning that creatures can be outfitted with weapons, have buffs, etc).  Then I roll initiative and create an action queue, which is the attack order for the round.  Right now I'm working on target selection, which shouldn't be too tough - just have to check the other critters loaded, find one on a different team, and use a simple rating system to pick targets.

The player and any "mission" npcs can be flagged as a "hero", meaning that if the hero dies the player is defeated.  This still allows for any amount of teams - eg you could be fighting 2 orcs and an elf, with a dwarf hero.  The orcs may attack the elf and vice versa, and the victory condition is that the dwarf is the last man standing.
15  Game Administration, Installation and Configuration / The Idea Place / Re: Improved Combat Ideas? on: December 08, 2009, 11:52:40 PM
Yeah the teams are tough but I think it can be done, I'm working on the combat now (in module form).  Basically I'm aiming for some upgrades to combat that would be easier made by having my own tables and code, rather than fitting into the core code, which as you said is fairly simple to begin with.  The other thing I'm adding which I meant to put on the list: some kind of weapon and armor resistance system. 
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