Medieval Nerd

Medieval Nerd

@medievalnerd.bsky.social

Now working on a game that's a bit of uplink & bitburner, mixed in with a dash of base & crew Management, with a side of RPG & Turn Based Combat. All soaked in a cyberpunk broth.

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In an attempt to make a dumber version of the cou opponent in my game Bob in the slow lane. I ended up discovering that things I thought had a massive impact on efficient play turn out to have way, way less of an impact than i thought. I managed to make "slow bob" better than "fast bob" lol

Medieval Nerd reposted

Replying to @medievalnerd.bsky.social

I still go back and play through Jones at least once a year 😅💾

Taking a break from the hacking game, and working on something I've been wanting to do for a long time. Revisiting Jones In the Fast Lane! I present to you Bob In the Slow Lane! #gamedev #indiegame

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Still need to implement 'goals'. How much money, happiness, career and health points you need to have to 'win' the game. Also, will allow to pick short/medium/long game. Will work first on doing hotseat multiplayer, and then... see if if we can cook up a "CPU" opponent. Probably a very stupid one.

Taking a break from the hacking game, and working on something I've been wanting to do for a long time. Revisiting Jones In the Fast Lane! I present to you Bob In the Slow Lane! #gamedev #indiegame

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Got a few "appliances" you can buy at the local radio-shock. :P They give you bonuses. Fridge allows you to store groceries longer, and a stove gives you extra happiness if you eat home cooked meals.

Taking a break from the hacking game, and working on something I've been wanting to do for a long time. Revisiting Jones In the Fast Lane! I present to you Bob In the Slow Lane! #gamedev #indiegame

AlphaV1.021-23: work logs & "email" (gridmail) & data recon missions Worklogs are placeholder for now. But the idea is you'll have a chance to catch workers sharing information the shouldn't. Gives incentive to scour work logs. #cyberpunk #gamedev #indiegame

AlphaV1.020: Shaping the generic server template into a maintenance server template. There will be servers managing food dispensers, air filtration units and power sub-stations and network infrastructure. #cyberpunk #gamedev #indiegame

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And workers can update status of maintenance requests assigned to them. (still working on a internal message board for logs. and messages between workers<>supervisors<>Coordinators.)

Whole reason for this will be that contracts can be built around scouting information. Which worker last serviced a machine. Maybe they found something they weren't supposed to and it needs to be retrieved. Or maybe you need to send a specific worker to a machine 'install' something "special".

AlphaV1.020: Shaping the generic server template into a maintenance server template. There will be servers managing food dispensers, air filtration units and power sub-stations and network infrastructure. #cyberpunk #gamedev #indiegame

AlphaV1.019 - Now "simulating" activity on the servers! Using "portsniffer" service you can check connections by sessionID and see the size of packets passing by. But more importantly for now, you can see if the connection is secure or not. #cyberpunk #gamedev #indiegame

When you're lucky enough to have an unsecure connection. You can fire up sessionReader, and after a quick-ish analysis reveal the credentials. But make sure it's an idle connection, because if you connect to an active user terminal. It's going to trigger a trace. 🚨

Setup 2 template apps. "ipshield" increases the trace time before a botnet is compromised. "packetcloaker" reduces the trace time penalty for running offensive scripts, with a small execution time penalty.

AlphaV1.017 : Trace & Botnets rework Botnets can be ordered/chained between you and the server add a 'buffer' to the trace. Now also visualized. New 'botnet coordinator' service that gates how many botnets you can use and manage them. #cyberpunk #gamedev #indiegame

Not all botnets are made equal. Each botnet will have a varying amount of sockets and bandwidth. You can use these to setup botnet apps to reinforce the botnet or give it special functionality. (botnet apps are in the next version)

AlphaV1.016: Services! To make an MMO analogy, if scripts are attack skills, services are buffs. TraceMonitorV1 to V3 offers various detail of a trace. Lvl1 simple binary (trace or no trace). Lvl2 shows trace progress in 25% tranches. While Level 3 offers per second detail. #gamedev #cyberpunk

AlphaV1.015: Date & Time + Player Dwelling You'll need to get a decent place to recruit mercenaries to join your grid crew. But you start off living in a room a bit larger than a coffin with a door. And that's not free! There's bills to pay! Get to work slacker! #gamedev #cyberpunk #indiegame

AlphaV1.013 : New mission/contract type. MOTD Injection. Data fences are always on the lookout for new clients or moles. In this mission type you replace the target's servers "motd" with an "advertisement" for Data Fence services. #gamedev #cyberpunk #indiegame

AlphaV1.013: .dat files can longer be copied or moved. Sort of realized you could just copy the .dat files and make infinite money reselling it. Was going to assign GUID to .dat files and only allow selling it once, but if you can't duplicate it, no guid needed. 💸 #gamedev #indiegame #cyberpunk

Working on a 'loot system'. Mission server data nodes contain 'data pak' files. They random files, and sometimes mission specific files. The idea is that while you're doing a mission if you can spare the time you could 'loot' these data paks and get random files that you can sell to data brokers.

More to be named hacking game! When you login into a user profile on a mission server. You get access to their 'desktop terminal'. Which has it's own UI/navigation. You get to mess with the html of the landing page! Hack the planet!!! ;) #gamedev #cyberpunk

More Progress with my "cyberpunk" hacking game! Updated UI, "crawler" and "script manager" are now on the same screen. Way more convenient! Also got working "files" that you can delete or view. With different user account types and permissions! #gamedev #cyberpunk

Got a skeleton for mission briefings. And same for when you complete the mission so you can see 'how well' you did. Low level missions will be as short as 1 minute, with more complex missions taking longer. More to come soon!

Medieval Nerd reposted

I've heard that many adventure game players think the traditional verb GUI became too old-fashioned, and they prefer a more simplified and modern GUI to play adventure games. Do you agree or not? 🤔 #adventure #adventuregame #indie

Got a semi-working "website generator" that you'll be able to use to navigate servers you connect to during missions. This route requires valid credentials. Or you can use scripts & the terminal and "hack" into the sever. #gamedev

This is going to take a while, but slow progress is better than no progress! Got a semi-working "broker" system. This will be portal to get get you jobs, scripts or some hardware to upgrade your rig. This is a bit boring, but necessary base. Can't wait to share my idea for "loot"! #gamedev

Rather than making a bitburner mod. Going to try and make my own game. A bit of uplink & bitburner, turn-based combat, with a dash of RPG & Management, in a cyberpunk broth. #gamedev #cyberpunk

Hug your pets and tell them you love them. Had to say goodbye to my little angel Misty a few hours ago. She was in full health and happy the day before. But this morning she had trouble breathing. Brought her to the vet but nothing could be done. RIP Misty you were the sweetest thing on earth.

So the mod continues to grow! Added two mini-games, that the player must resolve in order to convert CityNet vulnerable sub-nets into a botnets to help slow down tracing when attacking mission servers. #Bitburner #JavaScript #JSX

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This is more of potential mission type I'm prototyping. Netrunner Tactical Overwatch. You shepard an edgerunner team running a job. And you can assist them via a custom terminal to cut cameras, unlock doors and potentially run quickhacks to attack enemies on site.

So the mod continues to grow! Added two mini-games, that the player must resolve in order to convert CityNet vulnerable sub-nets into a botnets to help slow down tracing when attacking mission servers. #Bitburner #JavaScript #JSX

Deciphering mini-game. Based on the difficulty of the sub-net there will be x number of digits to complete. Each digit will have y character set mixing katana/matrix style character set with a single (target) alphanumerical value. That the user has to detect before attempting to solve the code.

Wow, what a weekend. Got my POC cyberpunk "soft mod" working in Bitburner! Have a skeleton mission inspired by gameplay style of uplink. The goal will be to leverage player stats to influence this sub-layer, which will have it's own progression and mechanics! WOO! #Bitburner