ROGUE: It is coming...
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@ixokai Ditto. Though it does sound more MUD-like than MUSH-like (not saying it's a MUD, exactly, but I felt the same about Firan and this sounds like it's in a similar code-heavy vein), so maybe the reference is apt? Dunno.
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When we get closer to opening, I'll buy swrmush.com and redo my 20 posters in photoshop
My time is better spent working on the game and not the domain name at the present time
It most certainly is a mush.
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@Fantom the art is cool and all but why not include some more meaty updates than just random ad art?
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I don't think you should buy swmush.com or whatever, it's just an address and doesn't really matter I was just poking to poke.
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SWR Ver1.3 (Meaty Edition) Update:
- Rhostmush (latest version)
- HSpace 4.2 working
- 19 planets @desced digitally, just needs to be ported over
- Dialogue based Chargen system 90% done
- All WEG D6 Attributes/Skills/Specialties are in
- Volunds +district code, org system, gameconfig/config system, guest system, scene system, account system, lock system all installed and working
- Droid chargen for droid characters is in
- Soft coded jobs/events/ic/ooc/time/galaxy/appointment/polling/watch/descer/doors/map systems all done
- 22+ races with racial abilities and languages done
- DoD style virtual item system 25% done
- DoD style senate system done
- Softcoded Comlinks that tie into HSpace ship to ship comms
- Softcoded shuttle system
- Softcoded datapads
- Softcoded turbolifts
- Request System
- Ash's spell checker/dictionary
Todo:
- Finnish VIS
- +fpower dialogue based force system
- Swoop racing
- Banking System/Econ (mostly coded)
- Dialogue based vendors
- Finnish ZMO's
- Finnish NPC system (50% done)
- Black market/planetary trade (50% done)
- Recode HSpace combat to mirror D6 rules
- Softcode force user after life system (force users that die can come back as ghosts, spirits what have you. Limited use, good for some RP plots)
- Remake Wiki
- Create HSpace ship classes, finnish @descing the world
- Go see what my wife looks like as I've completely forgotten
http://swrmud.com/swrintro (intro)
http://swrmud.com (website)
fantom@swrmud.com (email)We have a dedicated server: 4xXeon cpus, 6gb RAM, 60GB SSD all for one mush and a webserver. We have forums, a mediawiki and all the trimmings.
I'm also making a behind the scenes video as I think its interesting what a crazy person goes through to create a game like this.
I have ASH kicking around, Gnome, Volund and some RP/Theme wizzes. But its summer soon, so they are doing summer stuff. Completely understandable. I came from a MUSH playing but MUD coding background. So softcode is new to me and I'm learning as I go.
I wanted to open this summer, but the fall I think will be more realistic. A longer wait yes. Worth it? Just look at my artwork. Of course its worth it!
I'm still looking for a partner to co-run/own the mush with me. And builders. And potential FACTION heads.
WEG D6 Canon based Star Wars Mush based 3 months after the events of TFA. What makes us unique? NO FEATURE CHARACTERS. NO APPLICATIONS TO BE A FORCE USER. Be whatever fricking character you want!
I'm always idle while sleeping, raising my kids, driving (I do a lot of it for work) etc. @mail me in game or email me (@mail goes right to my email box so either will work).
Now if you don't mind...I'd like to post this:
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Speaking of chargen...
With WEG D6....would you prefer a mush with all the specializations in the book or something a little simpler?
For example..I think bows are bows are bows..I don't think you need 5 specializations for bows, same with blaster. Because there is Blaster and Blaster Artillery. I think if your good with a blaster your good with a blaster. I think having over 100 specializations will just muck up chargen. I'd rather have 25% of the skills have specializations (alien species, languages, business etc.If you think about it, a comm specialist is good with any comm device. If a character wants to be a comm specialist, would it be fair to force them to dump all their dice into comm specs?
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@Fantom Specializations might be useful in table top, but on a mush, they're kind of a pointless xp tax. Their only real use in a mush setting would be to finally get that 10D in xwing instead of paying 3x the xp for piloting. If that makes sense.
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@Fantom I like specializations because no, not all bows are the same, just like not all guns are the same. Trying to use say a double barrel shotgun compred to an m4 carbine is a totally different beast.
Sure there are some similarities such as: Point and pull trigger, but, it also depends on how much time you want people to take to be good at stuff.
For other skills I think they are absolutely useful, re: Piloting example. As a person with their CDL in big trucks I can promise you knowing how to drive a car well isn't going to translate. In fact it'll probably screw you up even worse.
When I was learning to drive with a trailer once I got comfortable with the truck I then had to re-learn to /not/ drive it like a car or I'd be slamming my trailer into things left and right.
I can only imagine that flying a Y-Wing is going to be totally different than an A-Wing or X-Wing and being good at one of those is probably not going to carry over identically.
Does there need to be 100's of specializations? I don't know, that's up to you. Do they make sense in some places? Absolutely... in my opinion.
Just like there's a world of difference between firing a rifle than a pistol with any accuracy.
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Re: Turbolift code: Seems much. And I say this as someone who love love LOVES the manual HSpace flight stuff. My biggest request is to have always-working life support, because accidentally killing yourself because you ran out of fuel sucks balls.
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@SG @Lithium @Jennkryst
Absolutely agree. I think some skills require specialties, like piloting, command, tactics etc. I'll go through them all and downsize where I can.As far as HSpace goes, since we want an RP heavy environment more so then a code dependent environment, always working life support and fuel are going to be unlimited. We want to create an atmosphere of manual flying, with the ability to auto-pilot if you so wish. It makes for much more engaged RP aboard ships IMO.
I think there is a big difference between a code heavy game and a code heavy dependent game. In SWR, I plan on having the code and systems there available to the particular player that wants to take advantage of it, and utilize it, but it won't be required to enjoy the game and contribute, if that makes sense.
Thanks for the replies.
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Chargen is done! Finally! 6 stage dialogue based chargen! Woot!
+fpower is next!
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@Fantom Explain what you mean by a dialogue CGen please? Use an example if you don't mind.
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Its based off of Dahan Dialogue system. Menu driven. So you type one command ie: +step/1 and instead of +sheet/chargen or +chargen/set physical/height=5. Dialogues asks you "How Tall are you?"
Also using the same system for droid chargen, combat, +fpower (force powers), +use/+wear/+load with our virtual item +catalog system, +workbench ala DoD, and a senate system similar to dod.
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Status update? Still looking for helpers of any kind?
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I think builders are needed, Fantom's looking for a giant grid and my freetime's been eaten up lately. But now that my parents are all moved into their new place, I hope to finish Tatooine soon.
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It's one of the 2-3 MU* I'm waiting to see how/if it turns up so keep us posted please.
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Do we know the general timezones of the people running the game? US? Euro?
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I'm pretty sure Fantom's Mountain Time. I'm not certain about the others, I'm just pitching in when I can to help with some grid stuff.
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I'm meant to be RP Admin, but I've been a bit eaten by RL lately (and, well, not much for me to do while it's all code and building :D). I'm PST, but I work from home and can at least be around to talk OOCly most of the day.