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Author Topic: Wayfar 1444: a roguelike MUD/MOO set in the far future  (Read 883 times)
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GenmaC
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« 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.
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Castle Siege - a work in progress
ArthuruhtrA
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« Reply #1 on: April 26, 2012, 07:04:53 PM »

You did KoL-style reroll? I suppose that works better than the LoGD way...
I like the sound of all of that. Maybe I'll try it out sometime...
Will it be open-source?
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GenmaC
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« Reply #2 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.
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« Reply #3 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!
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Castle Siege - a work in progress
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