Hi ,
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The revenue generated from the adverts on the site is a critical part of our funding - and it's because of these ads that I can offer the site for free. But using the site for free AND blocking the ads doesn't feel like a great thing to do, which is why this box is so large and inconvenient. Some sites will completely block your access, but I'm not doing that - I'm appealing to your good nature instead. Did you know that you can allow ads for specific sites, whilst still blocking them on others?

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Ian Williams aka Fetch
or for an ad-free Fetcheveryone experience!

Fetchworld

2 lurkers | 95 watchers
6 Jun
4:34pm, 6 Jun 2025
4,673 posts
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Bob!
Old Croc wrote:I am reading comments abut being rural and by the coast - I am both. A lot of my bugs etc are in fields, an army base, etc I am 1 mile as the crow flies from the sea so a 10mile x 10 mile zone for me would involve a lot of canoeing! ........


I assume you would be able to place your home point 5 miles inland so you don't need to canoe?
6 Jun
4:52pm, 6 Jun 2025
5,173 posts
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cackleberry
Am I right, looking at Fetch's inital idea that if we're on holiday, we just get flowers? (Or equivalent)

Would we be able to move our home point if we were away from home? Like, for holiday or long business trips.
8 Jun
11:27am, 8 Jun 2025
36,593 posts
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Sushi
I read it that pu can move your home point and the grid moves, exactly as is, to join you.
8 Jun
3:03pm, 8 Jun 2025
28,813 posts
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57.5 Degrees of Pain
Cycling was always efficient for flowers in the current game but not so good otherwise when markers are just off the road.

There has never been a need to separate activities in the games, other than a bit of weighting in WSW and Conquercise. Despite some clamour whenever games change. I'm sure Fetch will work it out OK.
12 Jun
5:29pm, 12 Jun 2025
31,899 posts
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fetcheveryone
Here's a little screenshot to show you where I'm at. I've been at it off and on for a week, and would like maybe another week or two to keep working on the mechanics of the game, and developing items to distribute around the whole playing surface.

It's relatively easy now to create a new item and add it to the game - and there's an inventory for collecting stuff as the screenshot shows. I need some time to work on the game items, and trying to figure out how to balance it all.

Anyway... have a squizz at this...

12 Jun
8:53pm, 12 Jun 2025
24,777 posts
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Gooner
đź‘€
12 Jun
9:07pm, 12 Jun 2025
20,760 posts
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JamieKai *chameleon*
*orangutan*
*orang*
*utan*
kingkong
12 Jun
10:56pm, 12 Jun 2025
35,709 posts
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Rosehip
*clyde*
25 Jun
11:27am, 25 Jun 2025
31,939 posts
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fetcheveryone
Right, I'm finally at the point where it would be good to do some beta testing with real live people :-)

I've made it so that up to 25 players can sign up to play. And I've not put the whole range of items onto the playing surface yet - just enough variation to give you some game play. I'm imagining that the final game will have dozens of different types of items. For now there are about half a dozen.

fetcheveryone.com/fetchworld.php

Once you're in, do please read the game guide, and report (anything at all) on this thread.

:-)
25 Jun
11:32am, 25 Jun 2025
13,272 posts
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IdrisTheDragon
Have signed up :) Will be off on a lunchtime walk in a bit so will see how it goes.

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 equivalent of gaffer tape and string. And it gets to the point where it is sometimes easier to knock down and rebuild, rather than try to build an extension. But if you're a Fetchpoint fan, don't worry - I will leave the original game untouched: fetcheveryone.com/game-fetchpoint.php for as long as people want to play it.

But yes, I would like to build a new version, with some exciting changes to make the game more varied and fun.

It was my hope when building the original game that there would be a lot of players in proximity to each other. Whilst this is true for populous areas like London, it looks like a lot of players have never had the experience of competing directly with other players. So the key difference with Fetchworld will be that everyone will play on the same map. So for example, the Magic Boots of Destiny† will be two miles north of *every* player; the Cockerel of Likely Doom† will patrol the south west; etc. So all players will be chasing the same items at the same time. Wherever you set your home point, your items will come with you.

The original game has the concept of a home circle, with a mile radius around you. Existing players have rightly pointed out that if there are a couple of hundred players, this circle will be fiercely competitive. Yep. But in my head, I am seeing a *much* bigger playing area. Instead of the focus being on a one mile radius, I'm imagining a grid that covers a hundred square miles (10mi X 10mi). So there'll be plenty of opportunity for surprises to be hidden on the map. And before you wonder whether you're gonna have to start plotting 20 mile treks to get to the edge of the grid and back, no you won't. I have some game mechanics in mind that will allow you to unlock parts of the grid so that you can 'fast travel' there. Too complicated? Don't worry, just stick to the basics.

With freedom to rebuild, I have the opportunity to introduce new aspects of the game. One of the key things is the idea of an inventory. Rather than just collecting items that add to your score, there will be things you can pick up for later use. Find a matching pair of the Socks of Undeniable Cosiness† and you could score double points on your next ten outings. Collect six different Fruits of Dubious Provenance† and you could make a potion that makes you immune to the Thorns of Regretful Curiosity† so you can make your way to The Trough of Endless Crumbs†. That sort of thing.

I will also be better placed to lob in themed items for different times of the year. Like the existing Easter eggs, but things like pumpkins, beach balls, Christmas trees, love hearts etc. And there may well be collectibles too - like Panini stickers, but with rare ones hidden around the grid. For example, there are currently 65 Fetch 'Illuminati' (that's the folks who have got the badge for a million page views). I could scatter these around the grid for you to find - some easy, some harder.

To add to the mystery and encourage exploration, I plan to shroud large parts of the grid in darkness. By travelling around it, you'll dispel the darkness and reveal items - some good, some not so good.

With lots of players, interaction between them comes to the fore. Who needs traffic lights when you've taken control of a Fortress of Unyielding Pettiness†, and earn points from anyone that strays too close?

With one grid for all, the concept of marking areas as inaccessible disappears. It may be inaccessible to you without some jiggery-pokery, but not to others. But there will be some items on the map that you ideally *need* to access. If your personally-assigned Beetle of Mild Alarm† gets too close to your house it will ransack your inventory, so you need to put it in its place. In this case, it'll be possible to say "I can't reach it", and the little bugger will respawn somewhere else.

So far I have the bare bones of some code, so it might take a bit of time to get a working prototype - but I wanted to start this thread so that those who are interested can follow for updates. Please hit the watch button and feel free to ask questions or suggest stuff. I'll share more when I can :-)

† I haven't decided on the items in the game yet, so these are just some random things to wet your whistle.
‡ 28.28 miles actually, to get to the corner of a 10x10 grid, but let's not get distracted.
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