Hi ,
It looks like you're using an ad blocker.



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?

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

Fetchworld

7 lurkers | 93 watchers
7 Jul
1:36pm, 7 Jul 2025
32,112 posts
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fetcheveryone
(Compare that against the number of items I have uncovered. 491 squares uncovered yields ~90 items. So the fog is by far the biggest phone killer it seems.)
7 Jul
1:37pm, 7 Jul 2025
32,113 posts
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fetcheveryone
Henceforth known as fogclog, I'll see what I can do to improve it.
7 Jul
1:43pm, 7 Jul 2025
20,952 posts
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JamieKai *chameleon*
Interesting. On my phone it behaves more like it's only loading in what's on view - and then if I scroll for example eastwards, the "new" squares take a moment to load, with everything that was on show scrolling smoothly.

Whilst walking, I was thinking about the scores and methods of "rubber band"ing. Potentially you could have a sliding scale of hazards and beneficial items, such that someone at the top of the scoreboard would see 100% of the hazards, say 30% of the beneficial items, and all the neutrals (castles, etc), someone new to the game or at the bottom of the scoreboard would see 100% of the beneficial items but only say 30% of the hazards, and someone midtable would get a midrange of each.

People wouldn't be actively aware of the absent items and this would naturally seek to balance the field.

I also think that new players should have items introduced gradually, so for example for a week they play a relatively "vanilla" tutorial type world, gradually adding in the more complex systems (duck/bread, zombie/pills, volcano/vest, extinguisher, volcano insurance) as they progress. Might aid with overwhelm, too, and have fewer people "bounce off".

Right, submit before I get myself run over :)
7 Jul
1:49pm, 7 Jul 2025
32,114 posts
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fetcheveryone
In terms of engagement with the game, 67 of the 75 players have viewed within the last 48 hours; and 72 within the last 72 - so it seems like people are checking in pretty regularly. I reckon the notification of a logged adventure helps with that.
CBN
7 Jul
2:08pm, 7 Jul 2025
126 posts
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CBN
fetcheveryone wrote:CBN wrote:I have just joined and collected my first bricks... I like the concept, although I am finding the map hard to use when zoomed out to more than about 2 miles across - it is very laggy and the items overlap eachother. Maybe as the player zooms out the items could cluster to prevent this overlap. What are you viewing on? I am using a 5yo iPhone 11, have cleared 491 fog squares (so the number of items to be displayed is roughly proportional), and it's coping ok. It might be a device memory thing.


I am using a relatively old android, but I also tried it on my laptop on both chrome and edge browsers and it was better but still a bit laggy when first zooming out. What I was really trying to see was how far away the edge of the map is 😎
7 Jul
2:10pm, 7 Jul 2025
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fetcheveryone
It's 100 square miles - so you can travel 5 miles north, south, east or west, or sqrt(50) into the corners.
7 Jul
4:01pm, 7 Jul 2025
32,117 posts
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fetcheveryone
I've made some amendments to the fog to make it render faster on brickier mobiles.

Rather than generating potentially 201^2 = 40,401 polygons to represent each square of fog, I've utilised an algorithm that reduces it to a simpler number of rectangles. So for example, I've not been more than 25 squares north yet. So everything from y=+26 up to y=+100 can be represented by one big rectangle of fog.

In my case, it reduces the number of fog polygons from 39,910 down to just 65.

There are a few slight oddities - if you zoom out, you'll notice some pale horizontal lines between the polygons. These are where they don't *quite* match up, but I'm pleased that they are close :-)

Can you all please just take a look at your map, and check whether the fog looks roughly right?
7 Jul
4:03pm, 7 Jul 2025
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fetcheveryone
(I've also reduced the populations of bricks and cashbags by about 20% - but this won't take effect until we hit tomorrow.)
7 Jul
4:05pm, 7 Jul 2025
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Cheeky’s Dad
Fog looks ok to me on iPhone. A minor bit of streaking but hardly visible so no issue
7 Jul
4:10pm, 7 Jul 2025
32,120 posts
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fetcheveryone
There are pale lines, where there is a tiny gap, and darker lines where two horizontal rectangles overlap.

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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