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Fetchworld

1 lurker | 93 watchers
4 Jul
1:28pm, 4 Jul 2025
29,066 posts
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57.5 Degrees of Pain
Yorkshire Pie wrote:I've just dodged some pins in the game... And got a puncture in real life. First one for ages - I blame fetch!
Glad it's not just me!
4 Jul
1:34pm, 4 Jul 2025
20,930 posts
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JamieKai *chameleon*
Is the plan for the full release of Fetchworld ©️™️ to keep the emoji, or perhaps use custom graphics? You could unleash the full creative force of Fetchies to help design (so, not me, and perhaps not the dolphin creator!)

I'd still like an option to see Fetchworld in the... um... flesh instead of Earth, could give some personality to those castles we'll be scrapping over. Or we could name and rename the castles like warring feudal lords.

Still thoroughly enjoying this game. At some point it's going to make me start walking snakey paths and getting strange looks from people.
4 Jul
1:35pm, 4 Jul 2025
29,067 posts
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57.5 Degrees of Pain
roberton wrote:4. I'm really intrigued with how the fog mechanism will be used. Right now, as I'm just starting, it works well as a motivation; I want to push it back. Once I've done a lot of that, it seems a shame to lose it so I like the hinted at idea of there being ways for it to come back in some circumstances. I also think it would be good if there was peril to going into the fog, not just an unknown but greater risk.
As someone with Macbeth's 'blasted heath' in my grid, could we have witches with cauldrons spouting new fog unless dealt with?
4 Jul
1:51pm, 4 Jul 2025
1,741 posts
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roberton
this ^
4 Jul
1:56pm, 4 Jul 2025
20,931 posts
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JamieKai *chameleon*
57.5 Degrees of Pain wrote:roberton wrote: I also think it would be good if there was peril to going into the fog, not just an unknown but greater risk.
As someone with Macbeth's 'blasted heath' in my grid, could we have witches with cauldrons spouting new fog unless dealt with?


That sounds amazing. I agree that the existence of fog is somewhat a motivator to clear it. I like this idea to create fog (and the idea of monsters in the fog)
4 Jul
2:04pm, 4 Jul 2025
4,132 posts
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ptr_runner
Dvorak wrote:@ptr_runner If you click a castle on the map, underneath the word "Castle" at the top, it has "xxx quid" in yellow.


Err, no it doesn't? In the pop-up, I get the description, the owner and the coordinates.
4 Jul
2:11pm, 4 Jul 2025
96 posts
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RunRuss
ptr_runner wrote:Dvorak wrote:@ptr_runner If you click a castle on the map, underneath the word "Castle" at the top, it has "xxx quid" in yellow. Err, no it doesn't? In the pop-up, I get the description, the owner and the coordinates.


Some of us definitely see it :-) (and I checked a castle owned by someone else too)
4 Jul
2:13pm, 4 Jul 2025
97 posts
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RunRuss
Correction, SOMETIMES some of us do :-)

4 Jul
2:15pm, 4 Jul 2025
20,932 posts
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JamieKai *chameleon*
When castles get flipped I think they start with no value, until bricks are delivered (a bit of a pain, you have to have two activities through a castle to "secure" it.

Might be better if you could deposit some bricks when you first flip the castle.
4 Jul
2:20pm, 4 Jul 2025
75 posts
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bobbob
Ok, I have finally found a castle. I paid £4 to visit. Good value - English Heritage charge more...

Did I try and fail to seize it? Have I lost any of my dynamite in doing so? (I'm not sure I have). Or do I need another item to attack as well as my dynamite?

About This Thread

Maintained by fetcheveryone
I have decided to build a new version of Fetchpoint, and for now at least I am calling it Fetchworld.

The original Fetchpoint was first launched in 2011 - and I don't know of anything else that was like it at the time. The closest thing I was aware of at the time was geocaching - but nothing virtual like this. It predated Pokemon Go by five years :-)

As with any code project, what started as a relatively clean chunk of code has taken on various bug fixes, workarounds and the code equi...
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