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What would you most like to see developed soon in Riddlerocks?

fighting / combat content
- 4 (21.1%)
crafting skill content
- 4 (21.1%)
quests (like the Haulers plot)
- 1 (5.3%)
politics
- 1 (5.3%)
exploration (caverns / above ground)
- 3 (15.8%)
animals
- 2 (10.5%)
personal accomplishments (changing/improving quarters, earning titles, equipment, etc.)
- 2 (10.5%)
special events (siege, trade caravan, strange mood)
- 2 (10.5%)
other suggestion (post details in thread)
- 0 (0%)

Total Members Voted: 9


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Author Topic: Riddlerocks: DF-Based StoryNexus Game (Playtesters/Artists Wanted!)  (Read 6401 times)

nenjin

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #30 on: September 30, 2013, 10:56:46 am »

Quote
Are you really getting "impossible" for the basic ones?

I haven't seen a challenge yet that isn't "Impossible" other than the default "run away", "Do nothing" options, as far as the pinned cards go. Some event cards like psychologist have options I can do, but none of them seem to increase stats/skills. Just ways to work off other things.

It'd be helpful to see my stats somewhere. I don't know if we get ones generated at start but if we did, knowing them would help us narrow down on what we can start doing.
« Last Edit: September 30, 2013, 10:58:50 am by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
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Sappho

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #31 on: September 30, 2013, 11:01:47 am »

...You should be able to see your stats, on the left. And if you can't, something is very wrong. Somehow you must not have gotten your skills at the beginning. In fact, I think I see what happened. I unlocked your character before you went through character creation, so you never chose your job! I've fixed it now, but you need to create your character again.

Go to the residential area and into the "your room" pinned card. Then click the "reset" button. You should be able to create your character with that, and the game should make a lot more sense! Sorry about that.

PanH

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #32 on: September 30, 2013, 11:13:45 am »

I've not signed in yet (really don't have time atm), but on the main page, it's written "You've just signed up to join a new dwarven settlement, far from home"
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Sappho

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #33 on: September 30, 2013, 11:28:03 am »

Fixed. I think that must be most of them... I automatically wrote "dwarven" on everything at first, so I'm slowly catching all those and changing them.

SharpKris

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #34 on: September 30, 2013, 11:44:10 am »

added me if possible: Sharpkris
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Sappho

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #35 on: September 30, 2013, 11:45:58 am »

You should be unlocked now.

Please let me know if everything goes okay. After fixing the bug with character creation that Nenjin found, I want to make sure it all works.

nenjin

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #36 on: September 30, 2013, 11:55:03 am »

Ok, things are going MUCH more smoothly now.

I think you might even dial back the starting skill values.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Sappho

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #37 on: September 30, 2013, 11:58:10 am »

I'll consider it. Although I'd like some feedback from others before trying something like that. Do many of you find the start of the game too easy, considering the very start shouldn't be discouraging for new players (particularly those not familiar with DF)?

nenjin

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #38 on: September 30, 2013, 12:30:24 pm »

I figure 50 % chance of success at basic tasks is reasonable starting place.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

BlindKitty

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #39 on: September 30, 2013, 12:58:09 pm »

I'm afraid I got stuck in the similar limbo as nenjin, having chosen no job. ^^" I tried to reset myself, but it seems impossible without having a room, which is in turn somehow related to getting character properly created. Isn't it?
Anyway, is the Location quality showing it's numerical value on purpose? You can make it hide the value by making it a Circumstance quality; it will show only level descriptions then, not the number. Also, it will make some of the problems with formatting go away.
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Sappho

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #40 on: September 30, 2013, 01:00:32 pm »

I've given you the bedroom key so you can go in and reset now.

Thanks for the tip about using Circumstance. I didn't realize that - I'll have to go through and change them.

BlindKitty

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #41 on: September 30, 2013, 01:21:12 pm »

I did reset, and everything is much better now. I had a tiny little problem in drawing a card allowing me to get a bedroom, but I think it was StoryNexus hiccup - it happens sometimes.

As for the Qualities, you might also want to make Injuries a Menace - it will change the text a player receives when he gets injured to more ominous, while keeping the things working just as they do now. :) As for the balance - I feel that lowering starter stats by about one point each would really hurt starter's experience. After all, you learn from failure, too. But it's a matter of personal taste, really.

I also want to say that this seems really good to me, and also, there seems to be great potential in the game. Keep up the good work. :)
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Sappho

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #42 on: September 30, 2013, 01:28:49 pm »

Thank you very much for the compliment. I'm glad you're enjoying it, and it's very useful to have someone testing who knows how StoryNexus works.

I manually set the text for increasing wounds to display more ominous text when higher levels are reached, but I didn't realize Menace would do it automatically... Maybe I'll play around with that later.

I had originally thought of "finding a bedroom" as being a fun starter quest to demonstrate how things work in the game. The bedroom card is *supposed* to have a high priority so it shows up more often than other cards, but I've been noticing that it's not working properly. In fact, it seems to do the opposite. Similarly, setting cards to low priority seems to make them appear *more* often. I'll send an email to StoryNexus support and see what they say.

For the time being, I'll set all cards to the same priority. Maybe I'll even remove the bedroom-finding "quest" for now - thoughts?

BlindKitty

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #43 on: September 30, 2013, 02:56:07 pm »

Well, I'm not really sure what caused it, but after traveling to administrative place and back it did, in fact, get drawn as a first thing. It seems to have some problem with checking for the requirements when the person is first given the location. You might try giving the location 99 - Quarantine to the new characters on the first card, and see if that helps. Also, I'm pretty sure that low urgency doesn't do anything now. Because you mean Urgency, not Distribution, right? Distribution is a legacy feature now, and it is not support and will not work as it should.

Menace has just one text for the change, but it changes the hard-coded message, from 'You now have 1 x Wounds' to... Well, I'm not really sure now, but something indicating it is not a good thing. It shouldn't hurt to have more ominous messages with higher levels of Injured, so at least your work has not gone to nothing. :)

Have you considered giving players larger action pools/shorter refresh times for the duration of the playtesting? It can be changed later on, but during test period, it may or may not be to your advantage to allow players for more actions. :)
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Sappho

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #44 on: September 30, 2013, 03:02:40 pm »

Strange that the location quality should be causing problems... I double-checked and when you leave quarantine, it does set your location properly. Maybe I'll add one for the quarantine.

Yes, I meant urgency, sorry.

Later I'll add more wounds (and other menace) status change messages, so it will be colorful and interesting. Right now it just gives you a warning once you hit 8 or above.

You make a good point about giving more actions during testing. I've changed it just now and will change it back when the game is released, as you say. Enjoy. : )

I think I'm probably done for the day. Here's a summary of the day's changes, which can also be found in the second post:
-Added card “design an expansion” in the workshops
-Fixed bug with unlocked testers missing character creation
-Fixed several typos
-Added “refresh your actions” card to be given by me when required during testing
-Added permanent “manager’s office” in the administrative offices
-Changed “chop wood” card from “pinned” to “possibility”
-Added card “The suggestion box” to the administrative offices
-Increased turn limit and shortened refresh time for testing
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