I detoured from some of the foliage and herd stuff I wanted to do to get combat, shops, and crafting working. I drew heavy inspiration for the crafting style from games like SWG, and on the text side, conquestMUD.
Text copy: Text log
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.
Saturday, April 30, 2011
Procedural Generation: a total pain in the ass
In Wayfar, a planet is divided into sectors. There are 100 rooms in each sector. Each room contains resources, which are spawned by weather events, carnage, planting, what have you. I procedurally generate all of this -- and today I realize the herd (for tracking populations of animals) and foliage (for tracking populations and seeding of plants) objects must be redone to conform to new verb standards.
See my more recent posts on MXP/OLC to see how I made this less of a pain in the ass!
Labels:
c#,
moocode,
space colony moo,
wayfar 1444
Tuesday, April 26, 2011
Tragedy strikes!
I got too bold, I fly too high, I edited the designer .cs file too many times and now things are broken. I do not despair though, because I can make a change to the UI and once the client connects to the server and handles the specific keyboard shortcuts I need, it's done.
Ok this is good enough for government work, I'm pondering a "nearby/area/stuff on the ground panel":
Ok this is good enough for government work, I'm pondering a "nearby/area/stuff on the ground panel":
Labels:
c#,
moocode,
space colony moo,
wayfar 1444
Server side, best side
The server side stores all the data, which it can produce in either telnet text, or xml form (via special moocodes).
The game can also be played directly as a telnet MOO/MUD, by typing commands directly. The client gives the best of both worlds by allowing direct typing as well as handy shortcut keys for important things.
A big part of Wayfar 1444 is procedural world, item, and creature generation. A big fan of procedural generation ever since Dwarf Fortress came out and blew my mind, I would best define it as: a set of codes to generate your game. What this boils down to is tons and tons of custom scripting to give the game the feeling somebody actually designed it, or that it would occur naturally via believable in game processes.
Associated with the procedural generation is cycling natural events, artificial intelligence for creatures and robots, wildlife and so forth.
Labels:
c#,
moocode,
wayfar moo
The Worst MOO Client
The first pathetic shot of the C# client for Wayfar. Wayfar consists of two components: a text server, and a C# client. This lets me cheat like crazy: I can implement advanced concepts easily on the server with the moocode scripting language, without having to implement them on the client immediately. Meanwhile I can make the game significantly more appealing by having basic things like movement, attacks, item interaction handled by keystrokes in the C# client.
Labels:
c#,
moocode,
space colony moo,
wayfar moo
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