Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Vaughn

Pages: [1] 2 3
Traditional Roguelikes (Turn-based) / Re: Anyone playing Wayward?
« on: September 03, 2014, 03:01:36 PM »
My job is complete  :D

Traditional Roguelikes (Turn-based) / Re: Anyone playing Wayward?
« on: September 01, 2014, 07:48:53 PM »
Hey there,

I think a lot of the issues with the end-game is that there is still a lot to be done. Although reaching that state takes most blind players around 10-15 hours to get to, here in the roguelike community, we expect much more re-playability. I think some of these issues can be fixed with more content, more strategy in combat, overall more variety and of course balancing changes so the game doesn't become tedious as it does currently. I would say Wayward is still in "early" beta, even though it's been years in the making at this point, as a side project.

I will say that both combat and survival will be expanded upon. You will see things like nutrition, temperature but also more diverse creatures to face. With the new armor (beta 1.9.2) vulnerabilities and resistances system we are start to get there, but will take a few more versions for what you are looking for fully.

Wayward is a fantasy game, but I'm also more interested in simulation. My goal is to further that concept with constant feedback from players.

I appreciate your feedback and have noted them for future improvements.

Early Dev / Re: Wayward
« on: June 10, 2013, 10:31:28 PM »
Hey there, thanks for playing.

A lot of the lack of interaction and depth on skills is just to do with it's still largely incompleteness.

The discovery of recipes via crafting is supposed to be a bonus, and not the real "natural" way of discovering recipes, which is to just actually having the needed items in your inventory for it to pop-up in your crafting list. I realize this is a bit weird in opposition to a weight limit. I'm looking at addressing this.

Crafting UI is definitely getting an overhaul.

Speaking of comfort zones and strategy, this will also appear more and more as the game progresses and the simulations become more apparent. Thirst, temperature, weather, traps, status effects, monster AI and in-fighting, full worlds with varied, realistic biomes are just some of the things you can expect.

Early Dev / Re: Wayward
« on: June 08, 2013, 10:53:40 PM »
Wayward beta 1.3 has been released! And yes, your saves should be safe! This release was all about improvements and fixes, hence the title “It’s The Little Things”.

Some of the latest and greatest from the changelog:

  • Five new tracks from Austin “Mars-San” Dhillon.
  • Keyboard shortcuts have been added for all windows (Esc = Main Menu, I = Inventory, / = Help, C = Skills, M = Messages, O = Options).
  • Tile stacking has been implemented. There is now a simulated z-depth that allows the game to save what was under each tile.
  • Glue can now be used to reinforce items (provide maximum durability bonuses and repair a bit of damage).
  • Crafting tool-tips now show all item information and consumes/requirements are now condensed.
  • You can destroy or remove items from the game by dropping/sinking them into deep and/or normal water. Dropping edible items into the water may stir up some unwanted (or sometimes wanted) guests.
  • There is now a delay during your first movements to stop accidental wall/resource gathering. The more you move consecutively, the faster you go.

More information available here:

Early Dev / Re: Wayward
« on: May 03, 2013, 01:13:26 AM »
I'm back! Dropping down some good news.

Wayward Beta 1.2 has been released!

Some of the greatest stuff from this update:
  • Wooden walls, floors and DOORS!
  • Brand new fishing system.
  • Fullscreen game display (with optional small screen and other performance options).
  • Line of sight added. SPOOKY!

Read the rest of the beefy list here:

Welp, that's all I have for now. Loving the TotR forum updates!

Early Dev / Re: Wayward
« on: March 16, 2013, 06:01:01 PM »
That music will haunt my dreams its so awesome.

Nice to hear! I love it too! Music is by Austin Dhillon:

Just posting here to let everybody know that Wayward Beta 1.1 has been released!

Some of the biggest changed stuff includes:

  • Resource gathering has been overhauled to match this specification (mostly).
  • Preliminary modding support.
  • Caves have been overhauled to stop all those errors, cave-ins, and generally how crappy they were. You can now even dig into caves from above!
  • Non-unique items will now stack in your inventory.
  • New HUD/user interface and hinting/help system. This will be improved over time – it’s still fairly early.
  • Skills now describe their effects via tool-tip.
  • Containers now have a drag/drop interface.
  • Items on the ground now pick-up from reverse (or newest) order.
  • New Anatomy skill and bleeding system.
  • Much more!
More information here:

Early Dev / Re: Wayward
« on: February 01, 2013, 11:34:48 PM »
In 1.1, the repairing system has been revised. The amount of max durability that is reduced is now based on which minimum durability it has before being repaired. Previously you could repair something at 49/50, and have it go to 25/25, in that same scenario it will now be 49/49. Another example, 35/50, it will go to 43/43.

Early Dev / Re: Wayward
« on: January 30, 2013, 03:14:44 PM »
Thanks a lot of playing, and getting a great end-game screenshot, hah. The pace of things should only improve with time; however, strings seem to be a stumbling block for most still.

The inventory and cave bugs are well noted and will be patched up in the next version (hopefully).

Early Dev / Re: Wayward
« on: January 26, 2013, 06:27:56 PM »
As always, thanks for your wonderful insight and thoughts/notes. I think I can address most of these issues relatively easily.

Early Dev / Re: Wayward
« on: January 19, 2013, 07:55:50 PM »
Hello everybody,

The wait is over! Wayward Beta 1.0 is now live. Remember how your worlds didn’t save in Alpha 1.5? NO MORE!

Play here:

Besides that very large change, there’s more goodies, such as:

  • Cooking on any fire source.
  • No more catastrophic failures (resulting in lost items) on crafting, planting, etc.
  • Discover new crafts dynamically by crafting or finding instructional scrolls.
  • Stand-alone executable (Windows only, for now).
  • Legendary (magical) items are now craftable.
  • Right click to get information on any given tile.
  • Lots of performance fixes.
  • Quicker skill gains and skill gains on failures.
  • As always, more items, monsters, recipes, tiles and more!

Download links and more information here:

Early Dev / Re: Wayward
« on: October 13, 2012, 06:46:40 AM »
Hey there,

Thanks for the observations and comments. You noted in the video how you loved the fact that you didn't have to play a guessing game when it comes to items (ala Minecraft), you simply can try to make it if you have the materials. This was an intentional and direct improvement over Minecraft's systems for me; however, as you've also seen, the recipes in Wayward, aren't exactly easy to intuit - this is because they are much more realistic, as you've also gathered. It seems a bit backwards in that sense. I don't want to make iron crafted goodies hard to get, I want to make it realistic. It's just coincidence that they are one in the same. And, yes, there's also quite a few inconsistencies in crafting which I hope to address a bit. One that stood out was you trying to make many items that required a branch, but you couldn't use a wooden pole. Eventually, many of these things can be ironed out over time.

Regarding your suggestions. I have some upcoming plans on recipe discovery, much like the tattered maps that are found - these can provide you information on how to craft certain items. Tool-tips have been re-worked in the upcoming version to include better details on item usage. No more struggling to understand what carving is when it clearly tells you now :)


Early Dev / Re: Wayward
« on: September 17, 2012, 05:42:56 AM »
Nicely done---though I must say I do hope things get settled out somewhere in the future to where the downloadable version is loaded up with all this well wrought music/sound to achieve parity with the online version.

I very much wish that too. Hopefully the next version can be the one that finally comes with a standardized executable.

Traditional Roguelikes (Turn Based) / Re: RailRL ALPHA (ARRP)
« on: September 15, 2012, 08:02:28 PM »
Played it for a bit. Interesting concept and implementation. Can't wait for the new features.

I am craving mouse-driven control, just because it seems like there is too many repeated commands and mis-steps.

Move to proper spot,
Hold ALT, move in that direction again,
Click 1, repeat.

Perhaps if there is only one option or choice of interaction, it could automatically do it? Or what about cancelling out of the menu by moving, skipping needing to press 0 every time. Having this as hex-based movement also exacerbates the movement issues for me, but that's just because i'm not used to playing that control style most likely.

Early Dev / Re: Wayward
« on: September 15, 2012, 05:34:01 PM »
As part of the 2012 Annual Roguelike Release Party (ARRP), Wayward Alpha 1.5 has been released. There was tons of changes in this version - hopefully this is the final stretches before getting a solid "beta" version out. Some things you will love in this version (without spoiling it too much):

  • Treasure hunting
  • Iron-based crafts
  • New soundtrack by Austin Dhillon
  • 40+ new items
  • Monster loot tables

Read and see more here:

Early Dev / Re: Wayward
« on: August 02, 2012, 11:45:47 PM »
Thanks for the comments. I'm still on the fence about the varied speed of movement - as you say, it can almost be seen as "sluggish" or laggy if you don't understand that Stamina/weight effects your movement. It might "feel" better once I get smooth scrolling/movement in, so you can actually see yourself walking instead of running.

The Torch recipe is related to stripped bark :)

I also agree about the camping during the night - it should skip more turns by default and depend less on the Camping skill itself.

Pages: [1] 2 3