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Hullrot: Death in Taypan

Rotter

Literate
Joined
Nov 26, 2024
Messages
6
Location
DREAMS OF TAYPAN
Hello. I'm Aisha, the Project Manager of Hullrot.

Me and my team have been working on the project on-and-off for the better part of a year, using SS14's RobustToolbox engine. Originally intended for a small-scale storytelling project in a small group of friends, not unlike DnD, Hullrot has steadily spiraled into a proper hub-scale game after other communities discovered it's existence. We originally forked off pre-AGPL Frontier, but the codebase has been more or less edited beyond recognition (and a rebase is in the works to a modified version of modern stable Wizden, anyhow).

Hullrot takes place in a post-war Taypan in Sector Crescent, an Imperial-colonized patch of the Spinward that has had it's bluespace lines severed to it following an embarassing Imperial defeat in a semi-botched revolution. The Sector is split between two central powers - the socialist New Crescent Worker's Union, and the monarchist Solarian Mandate, represented under the Count, with many smaller factions (often with their own self-serving agendas) dotted across the map.

The lore and gameplay itself takes heavy inspiration from the likes of Starsector or Highfleet, with mild influences from Cowboy Bebop - although the grander-scale story bits like the leadership vacuum in Sol or the ongoing Imperial civil war outside Taypan doesn't tend to matter ingame, as every player character is stuck in the political pressure cooker and forced to fend for themselves anyway.

We inherit some basic gameplay loops from Frontier Station, such as primarily having a focus on ships and performing activities with vessels rather than being stuck aboard a large station, with many smaller faction outposts (plus some independent ones) dotting the map, each with their own biome code (the pirate station is in a patch of red nebula called the Devil's Maw, for example, the parallax and soundtrack even changing to represent where you are on the map) and soundtrack.

We also play into the strengths of SS14's shuttle code with things like ship turrets, bubble shields, or modular shuttle construction. Players can choose to become combat pilots for their faction, piloting tiny ultralight fighters up to multi-crew battlecruisers with a row of broadside artillery cannons. Each ship has a speed and agility modifier depending on it's weight class, although these can be upgraded with salvaged or manufactured parts if you manage to keep your ship afloat for long enough.

If you're an industrial player, you can also instead choose to become a salvager pilot, a deep-space miner, or even a hauler (the game supports the purchase (or manufacture) of commercial goods to trade to other stations (some stations pay more for certain goods!)) pilot - or even become an independent researcher and go techmining or artifact researching to unlock research nodes to make more pre-built ship disks, gear, guns, et cetera.

The game isn't all perfect, of course, there's a lot of bugs unaccounted for, or gameplay loops that simply could be done better. This is why I've come to this sub to advertise it today. We're always looking for more playtesters, and if any of what I said interests you, you should check us out at

discord.gg/hullrot

I'm Aisha, or fleshangel on Discord. You can reach out to me with concerns or comments if you have any. Alternatively, you can reach out to our Community Manager, Rane (___rane on Discord).
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,379
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Got any screenshots or a page to look at outside of Discord for people who don't wanna sign up on a random Discord channel just to get some info about a game they know nothing about? This isn't the best way of advertising your game to the public.
 

Rotter

Literate
Joined
Nov 26, 2024
Messages
6
Location
DREAMS OF TAYPAN
Sure! I got a few here:

https://cdn.discordapp.com/attachme...9f5eb0793e01e96697cc3ca256ffa72591f5f6094250&

https://www.youtube.com/watch?v=TYVFT3G5tf8

https://youtu.be/GCIuOr_1x1Q

https://media.discordapp.net/attach...89ad305cf3e7eb8596b6c4d8abafd8f35a9611502377&

https://media.discordapp.net/attach...9d30f9325b378a302212730e25047da3a6a326fce188&

https://media.discordapp.net/attach...b17ec7e13705afd92358dc2c473ad0219ba244290a47&

https://cdn.discordapp.com/attachme...5b7e019935c684b7c057f599172f6e9230c70f283269&

image.png

image-68-1.png
image.png
 

Optimist

Savant
Patron
Joined
Jun 18, 2018
Messages
433
My team has the sexiest and deadliest waifus you can recruit.
Ok, this might be a stupid question, but let's try it - back when I played SS13, it was effectively rounds of Mafia/ Werewolf with a lot of fun/ stupid/ funnily stupid stuff sprinkled on top. Is this like an MMO with persistent world based on distant evolution of SS13 engine?

Did the controls change a lot? How's the complexity of systems?
 

Rotter

Literate
Joined
Nov 26, 2024
Messages
6
Location
DREAMS OF TAYPAN
Ok, this might be a stupid question, but let's try it - back when I played SS13, it was effectively rounds of Mafia/ Werewolf with a lot of fun/ stupid/ funnily stupid stuff sprinkled on top. Is this like an MMO with persistent world based on distant evolution of SS13 engine?

Did the controls change a lot? How's the complexity of systems?
Persistence tends to depend on the type of round we run. We run our rounds every weekend (sometimes Fridays) as per our established tradition from back when this was more of a DnD thing. There's Freeplay rounds where it's essentially the 'extended' sandbox gamemode, 'Wargames' rounds where the entire thing revolves around two contending factions meeting in an open field and duking it out on a huge naval battle, and Campaign rounds where player actions progress and influence the story. Much of the post-collapse timeline on our wiki has been player-determinant:
https://sector-crescent.fandom.com/wiki/Timeline

Additionally, ships cost money to buy, and any money you put in your character's bank account persists between rounds. We're going for a rebase right now, which will also add ship persistence in due time, allowing players to stash their ships in a shipyard and take it out later when needed.

It's a complete and total overhaul over basic SS13, but the older players tend to be helpful if you help them out with their faction. I've seen many cases where an experienced combat pilot would take a newbie under their wing and make them work as a loader while teaching them the intricacies of the game, or a freighter pilot taking on newbie crewmen and teaching them profitable trade routes or showing them hidden stations.
 

HURTCOMFORT

Novice
Joined
Feb 17, 2023
Messages
1
can confirm - this shit tears ass

playerbase is lowkey retarded on special occassions due to ss13/ss14 leftovers but mechanics and ship building makes up to it
image.png


Ok, this might be a stupid question, but let's try it - back when I played SS13, it was effectively rounds of Mafia/ Werewolf with a lot of fun/ stupid/ funnily stupid stuff sprinkled on top. Is this like an MMO with persistent world based on distant evolution of SS13 engine?

Did the controls change a lot? How's the complexity of systems?

money is persistent but each round is reset so you can carryover only cash, majority of playas dont really give cock they are prone to steal shit even if its bolted down
 

pakbrotegtor

Barely Literate
Joined
Jul 17, 2024
Messages
1
Location
somewhere nice dark and cold
Ok, this might be a stupid question, but let's try it - back when I played SS13, it was effectively rounds of Mafia/ Werewolf with a lot of fun/ stupid/ funnily stupid stuff sprinkled on top. Is this like an MMO with persistent world based on distant evolution of SS13 engine?

Did the controls change a lot? How's the complexity of systems?


Controls changed a lot, lots of simplifications. Examination no longer puts out text to the chatbar- apparently to make it harder to just get a little shift-click glimpse on a dude and instantly realize he has a piece of contraband on him.

SS14 has pixel-based movement, many hate it, some love it.
Systems are decently complex but nothing compared to the 14+ years of development put into SS13. The mainline SS14 devs (not Hullrot) also have... curious priorities... and haven't really ported over the good shit.
One good change is infinite maps with separate grids on it, that can each rotate or move however desired. Ships.

Hullrot is basically a round-based MMO with persistent bank accounts, yes, you can also do shit to change the narrative. For example, the communist NCWL regime was defeated by the Empire due to player action and now they wave their dicks around Taypan like they own it.
 

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