So you've found this page, and you're trying to play whatever this game is but you're running into challenges!
TECHNICAL HELP/SOLUTIONS:
Windows doesn't trust your game! True, I dont have a cert apparently that will cost me a few hundred dollars. Here are your options to play:
- Trust me as a developer (ignore the pop-up, click "run anyway"), or run the game in a Virtual Machine or other such isolated environment for your safety.
or
- Download and import the source code .zip project file (listed below the .exe on the game page) using the Godot game engine, and run the game from there or compile it as an executable from within Godot.
or
- Run the game in a Telnet terminal. Telnet is an ancient protocol about as old as the Internet itself. Telnet "just works" in Linux terminals, or can be accessed using a MUD client such as Mudlet. If you want to play on iOS or Android, there are a variety of Telnet and MUD clients available for each, though I cannot speak to what will work best. Once you've acquired a Telnet client, simply connect to the address 73.198.76.230 on port 1338.
The screen is flickering! If you're curious about why this is happening on a technical level, scroll down to the section "What is this, technically?": But in practical terms there's a few things you can do to reduce the flicker. You should think of the map display in The Bardo as being a bit like a "digital radio" that has to be tuned. You can tune it by adjusting the refresh rate with "+" or "-" or by changing your view distance with "n" and "m". Lower refresh rates (more map draws per second) means snappier feeling game response, but may induce flicker depending on your ping and connection type (lossier connections, like phones and maybe wifi in a dense wifi area may have more flickering as errors can emerge in the stream). If you are still having issues with flicker, the first half of this video may be able to help you understand better than this text did.
I'm stuck somewhere with no exits! There's a known bug where some caves have no excavated rooms immediately around the entrance. If you enter a cave and see a dark screen, press 'G' to go back through the cave to exit. If you are in a room with no exits you can try to dig away at the walls (using "tunnel" or "excavate" abilities, if you have them) to escape or use the "STUCK" command in the input/command line to be teleported to a random new location. In addition if you build a bed, you can use the "HOME" command to return to that bed at any time.
I have feedback or some other question/something is broken/text is incorrect/etc: Post it in this thread, or leave a comment on the Patreon and I will get back to you ASAP -- thank you for checking out the game!
GENERAL GAME INFORMATION:
What is this?: I grew up playing MUDs so I made a MUD. This page is the FAQ for the pre-alpha of The Bardo, an emoji-powered Rogue-like MUD with a custom Godot-based client. You can ask questions here or just reach me for any purpose like to cheer me on or whatever.
"What is this, technically?": On the back end is a Java server that I wrote from scratch, the front end is intended to be client agnostic, though it generally favors my custom client at the moment for colors and information display -- it is a fairly dumb terminal. Rather than communicating packets to a smart client, like most online games, the entire game of The Bardo happens inside of a raw TCP stream. This means there is no error correction, and transmission errors may manifest as glitches in the map rendering, as the map is fully rendered on the server and broadcast many times per second to each client. I think the idea of rendering a world in text and broadcasting it as a stream is amusing if not somewhat impractical in some ways, but I enjoy the challenge of "making it sort of work" and I believe with some effort, some day, I'll have this thing spitting out a 3d rendered world in terminals in an occasionally glitchy stream of text rendering.
What's the game though?: The Bardo is an exploration-driven procedurally generated Rogue-inspired online world. It is primarily about reincarnation, and is a highly randomized RPG. It's my answer to modern MMOs being garbage(imo), but it is very early in development, and will still be quite niche even when it is more finished.
What do you do in the game?:
Generally speaking you run around in a randomly generated world using a randomly generated character (you don't pick your class or race, they are generated randomly and reset randomly on death), and try to get stronger and find cool items and talk to people or PVP them or whatever you find to be fun. It is possible to ascend to King of the server, there is a dragon to slay, and there are many unique items to be found.
What's the theme of this?: The game happens inside of a game. It is populated by a variety of folklore creatures from all around the world, but abstractly, all of those folklore creatures exist inside of a game world where nothing is real. It is about coming to terms with impermanence and exploration, among other things.
DEVELOPER / PLATFORM FAQ:
When does the server source code come out?: The source code for the server, written in Java, will be released sometime this summer ideally. I would like to get the game much more functional before I drop the source, but the ultimate goal of the project is to be a public work, open sourced under MIT-0. If you're interested in contributing to this project as a developer, please feel free to make yourself known and say hi in game if you catch me online.
How can I play the game on <non-Windows platform>: You can either find a way to emulate the .exe file on your platform of choice, or you can download the Godot project file and source code from the game page. Alternatively, you can play the game in a less ideal but still playable state by simply connecting to 73.198.76.230 on port 1338 in any Telnet client.