Signal Nine Dev Q&A

 Signal Nine, Text-Based Games  Comments Off on Signal Nine Dev Q&A
Jun 082020
 

We asked players of our current text-based roleplaying game Star Conquest to give us their questions about Signal Nine, our upcoming cyberpunk roleplaying game! And here they are (reworded for brevity) along with our answers!

Q. Where does the name Signal Nine come from?

In Unix-based systems, a process that receives “signal 9” is terminated. The signal cannot be ignored and kills the process immediately. Signal 9 can also be represented ominously as SIGKILL. In the wider context of cyberpunk, we hope it evokes the image of a cold and unfeeling machine sending this SIGKILL down the line and straight into a hapless decker’s direct neural interface.

But mostly, naming a game is hard and we thought it sounded cool. Continue reading »

Announcing: Signal Nine

 Signal Nine, Text-Based Games  Comments Off on Announcing: Signal Nine
Oct 122019
 

The can fell into the receptacle with a heavy clunk, and as he pulled it out, its reflective surface shone with the light of the vending machine’s constantly swirling advertisements. Four hundred milliliters, one hundred Calories, eighty milligrams of caffeine, seventy milligrams of sugar, he thought, then cursed to himself. He only knew that because of the Deepsearch datachip, which told him a lot of things he didn’t particularly care about, like a second brain producing intrusive thoughts of perfectly memorized useless facts. He should’ve left the thing at his desk, but it was a pain to get back into the proper headspace if he took it out, and it wasn’t like it was classified or–

His train of thought was derailed as he turned to see a short, dark-haired woman standing extremely close to him. He glanced from side to side. He had at least a foot on her, but somehow he still felt trapped. It was something in her eyes. “Uh, can I help you?” he asked.

“Probably.” The woman tapped a spot behind her ear, where chipsockets usually were installed. “That datachip. Give it to me.”

“Uh, I really can’t, I–”

The woman grabbed him under the arms, lifted him up, and shoved him back against the vending machine. It did not seem to particularly strain her. Seriously augmented, he thought. Oh shit.

“I don’t have time to debate it with you,” she said. “You’re going to give me the chip, and you’re gonna say you never saw me. You just lost it.”

He was breathing too fast. His hands were shaking. The only thing he could control was whether he held onto his soda can, and so he gripped it with all his might. “Listen, I can’t just lose it, my supervisor would–”

She sighed and transferred her grip to his throat. His eyes widened with a sudden certainty — that the last few moments had been a series of minor fuckups on his part that were about to culminate in a very sudden escalation. He opened his mouth wide, trying to find the breath to apologize, to make it right–

And she squeezed. Hard. Continue reading »

Squidsoft MOO Server Updates: The Approach to SQ-1.0.0 (SQ-0.1.12a to SQ-0.3.1)

 Server, Text-Based Games  Comments Off on Squidsoft MOO Server Updates: The Approach to SQ-1.0.0 (SQ-0.1.12a to SQ-0.3.1)
Oct 152011
 

Things in the server code room over the past year (but really, the past month more than anything else) have been hectic, but I suppose that the changes should also be listed here as well, for posterity.

Overall, on Star Conquest, this pretty much meant a 66% reduction in CPU utilization, though before all of the performance improvement changes were put in we were running over 120 simultaneous AI pilots in a sector without the server missing a beat.

Still, we could probably use an upgrade some time in the future.

Detailed changes after the break.

Continue reading »

 Posted by at 11:24 pm

Star Conquest October to January Update

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Jan 102011
 

Dear diary,

I haven’t forgotten about you. I just….I haven’t had time to answer your calls….

Listen…. I think it’s better if we….had a break, you know? I need some space.

Since October so many wonderful things have happened. Several Gamma security clusters of space were added to the game, allowing for player versus player conflict without gaining the attention of the navies. And so many bugs were fixed! A new control scheme for players who fly sans-keypad…

So many new crafting recipes, including ones for space-launched interdictors. Navies are less uptight about the errant stray shot. And while you can’t repair past failsafes anymore, extreme burst damage from a big ship no longer breaks three failsafes at once like how it used to, and it adds an emergent feature of attrition.

Bari were reintroduced, but so were a totally revamped felo, with multiple breeds and genetics. And you can switch out your battlesuit at ANY spaceport now.

We gave battlesuits other love too, with new per-conquest raid missions and a buff to the advanced RATS battlesuit.

We’ve released several new ships and advanced upgrades for mid- and high- level pilots, and most recently we have added rental starships targetted at cadets and other players with low amounts of points, equipped with a reasonable level of upgrades.

Thanks for listening to what’s been going on in my life, diary.

 Posted by at 7:18 pm

Star Conquest September Update

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Sep 242010
 

Greetings! Time for an update on the state of Star Conquest!

First the good news: our efforts at generating interest in Star Conquest have resulted in the creation of over 70 new characters since the month began, and a return of peak numbers to 20-25 active (not idling) players! That’s a pretty good start, but we’re hoping, of course, to keep up the momentum and keep those numbers growing.

Now the bad news! Long hours at my real job have prevented me from making a great deal of progress on that secret fifth category of points, which I may as well name now: command points. There is to be an aspect of both space combat and ground combat, and I’ve made some progress on the ground combat front, particularly in adding a redesigned form of vehicles. But the command point activity can take place in a number of settings, and I think to get the system out sooner, I’ll set aside the ground combat for now and concentrate on getting the space combat portion working (as those fundamentals already exist), along with the basic functionality of the whole thing. Ground combat missions can then be added in later in a new setting, which will be more plot-appropriate anyway.

But before that, the results of the survey we did this month have convinced me that I should shift my focus a bit. It’s evident that very, very many of you guys want more variety in terms of industrial activity. Upon reflection, using salvaging (SC’s oldest and crappiest point-generating activity) as the top method of gaining industry points really isn’t acceptable. What we should have is, ideally, an industry activity at the top level which is as engaging as some of the combat activities are, and not so mindlessly repetitive as salvaging. My goal is to get that system designed and at least partially coded this weekend. I cannot tell you in detail what form it will take, because at the moment I really have no idea!

So that’s where we stand at the moment. As always, we’re looking for your input into the best ways to gain and retain new players, as higher peak numbers open up many possibilities!

 Posted by at 3:23 am

Star Conquest: Plans for September

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Sep 052010
 

First of all, we’re spending the first week or two relaunching our storyline and trying to fill the game with new players! We hope to get new and old players alike active and involved in the game!

As for other plans, one thing it’s become clear that players miss is the organization system. An organization in classic Star Conquest was something like a guild that allowed players to share funds and starships. Unfortunately, it had some balance issues that were never properly addressed. This month, probably quite soon, we plan to build a new organization system from scratch that’ll have built-in balancing mechanics from the start. Our organization system will allow for group-funded and group-insured ships, which has often been requested by players.

This organization system will, in turn, lead directly into an entirely new game mechanic with a new points category. Experienced civilian pilots will soon have the opportunity to stake out areas of space and lead the defense there, delegating space and ground missions to their fellow pilots. This will involve all new challenges for pilots at every level.

Continuing along the chain, the system above should help us nail down some mechanics for low-security space and the control thereof, though that won’t necessarily happen this month.

Mutuality space should get some attention this month, with a rebuilding and reopening of the Ring region and the release of some all-new space stations! This isn’t only for Mutuality players, but will likely serve as the first showcase for low-security space, factions, and capture mechanics in the coming weeks.

Now that we’ve expanded space, we hope to make it feel alive, with both enemies and friends constantly on the move around you. Pilots will have to step up their defense, but they’ll also be able to take on more responsibilities, and win real victories for their alliance or their chosen faction.

 Posted by at 5:18 pm

Star Conquest: August Progress Report

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Aug 242010
 

The new space system has successfully launched and the initial problems have been taken care of. I’m sure there are more problems lurking somewhere that will rear their heads someday, but for now the transition is complete.

We’re still on track to return to focusing on plot by the end of August, though there will be some buildup first before we have a new scheduled event. We’ll be using this buildup time to attempt to expand the player population. This still requires some preparation, but we’ll let you know when we’re getting started.

In preparation for this, most of our time lately has been spent on the early portion of the game, including the Mentor system, a new set of newbie quests, and a new early half-tier of battlesuits. But not to worry, we also recognize the need to add to the mid- to late-game and we have some plans for that.

And finally, we’ve added a new builder! This person will be helping to expand the new space stations into actual places, and will also be addressing player housing soon. So that will be an exciting time for all.

September should be a month of new players, new plot twists, and new additions to the game, and with the server situation stabilized and population on its way back up, it’s a great time to get back into the game! We’ll need the assistance of our veteran players to make the next month go smoothly!

 Posted by at 2:29 pm

Star Conquest’s New Space System Launched!

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Aug 152010
 

We’ve launched the new Star Conquest space system!

Keep in mind that this is merely an initial release. While there’s a few all-new places, our goal was really just to convert existing space to the new system. Mainly, this release is just paving the way for many more changes to follow. Just so that’s clear.

Read the full changelog after the break!

Continue reading »

 Posted by at 5:01 am

Star Conquest’s New Space System Launching This Weekend

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Aug 132010
 

Tonight I ran the first full test of the new space system! It had the expected hiccups, but once I took care of those issues, everything seemed to work pretty smoothly. There are a few more things that need to be worked out, but it looks like we’re on track to make the switch this weekend. It’s likely to take place Saturday evening or Sunday morning.

To be clear, this is not yet the glorious Star Conquest relaunch, which will take place later in the month and coincide with a new event schedule. Keep an eye out for further announcements about that.

 Posted by at 12:46 am