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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 6431 times)

BlindKitty

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #45 on: September 30, 2013, 03:27:58 pm »

I think I figured out the problem - when a playtester is unlocked, they skip quarantine altogether, and so they don't have location set at the very beginning. That's why the bedroom card can not be shown. I rested my character to pinpoint it, and now I made sure - when I went outside, I got my Location quality set to Outside with a new quality text, not changed quality text. It is the actual problem - it should be enough to set a Location to 1 in last card of character creation, then, without actually messing with any more locations. This should do the trick; actually, controlling the flow this way is a really good idea, as it saves players some frustration sometimes. :) No need to be sorry, too. Lately I stumbled on a person playing with Distribution (on Failbetter Games forum), and it was discussed there, so I wanted to make sure if I understand you correctly, not to mess with anything.

You are working quickly on this, you know? :) I'm also glad I can be helpful. :) And goodnight - it seems to be pretty late in your time zone now. :)
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Sappho

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #46 on: September 30, 2013, 03:38:46 pm »

Aha, I forgot to add the location quality to the character creation process. I have it at the end of quarantine, but not character creation. Good catch! Should be fixed now, I hope. It's tough when you're adding new material to keep track of all the old material as well. This is why testers are so important. : )

It's necessary to set a location property because of location-specific cards. The engine does not currently limit use of cards based on location. It's supposed to be that you can only draw a particular card in the area you assign it to, and you can only use it in that area. Right now the drawing of the card works properly, but the using doesn't. If you leave the area and mouseover the card it will tell you that you need to be in (area) to use it, but it doesn't actually stop you from playing it. The only way around this is to track a location quality, which adds to complexity and makes many more mistakes and bugs possible, but at least you can't be crafting armor in your bedroom.

It's about 22.45 right now, and I ought to be making my way to bed. I'll take care of unlocking any more testers in the morning, and hopefully get in a little more content before I have to go to work. It is my ambition to add at least one plot of some sort tomorrow, something more interesting than this introductory grind.

Good (time of day) to you all! And keep the feedback coming.

Iceblaster

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #47 on: September 30, 2013, 04:21:08 pm »

Alrighty, well when you wake up from your nap I thiiiiiink I'm in the same boat as them. I put my character's name up before going all the way through char. creation, assuming it would happen after I got out.

How does one go about resetting in this case or is there something you can do about it?

Cheedows

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #48 on: September 30, 2013, 06:07:01 pm »

I think I fucked up as well. You can have jobs? Goodbye 12 Force and 10 Fighter...
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eerr

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #49 on: September 30, 2013, 06:18:50 pm »

Please vet eerr
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nenjin

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #50 on: September 30, 2013, 06:57:07 pm »

After playing FL a bit, I think you need to cap the # of actions and cards. 20 is alright for starting but once you know what's going on....I came back to find 30 and I'm just clicking the shit out of everything. In terms of pacing, getting the hooks in there just right, 15 actions and 5 cards maybe? With more going on maybe those numbers will be more appropriate, or maybe they're just for testing purposes.

After seeing how expansive this can get, you seem in good shape to start adding more.
« Last Edit: September 30, 2013, 07:07:24 pm by nenjin »
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UristMcDwarf

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #51 on: September 30, 2013, 07:39:37 pm »

Character is Leadpainter.
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Sinlessmoon

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #52 on: September 30, 2013, 10:39:13 pm »

I'd like to join! My Story Nexus account is Sinlessmoon.

BlindKitty

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #53 on: October 01, 2013, 12:50:35 am »

@nenjin - You don't necessarily need to click through all your actions right now. :) The increase was specifically for testing purposes, to allow testers to see more in one sitting, instead of slowly gaining levels, like in the normal course of game. Also, I'm not actually sure what to you mean by limiting number of cards? As for the number of cards in hand, the StoryNexus engine doesn't allow creators to change it right now, unfortunately.
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Sappho

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #54 on: October 01, 2013, 12:51:09 am »

If you got the bug where you didn't get to create your character (so you don't have any stats on the left side), you can still try to find your room in the residential area (check the possibilities cards). You might have to try a couple of times, but you should manage it before too long, then you can reset in your room. If I have time before I go to work, I'll change the start of the game so you don't have to search for your room at the start. It doesn't serve much of a purpose anyway.

If you've reported to me that you have this bug, I'll manually give you the key to your room so you can reset. Iceblaster, you should have it now.

Also, guys, please post your character names when you report problems so I can fix them without hunting through the thread for your name.

Cheedows: The starting job is just to determine your starting stats. If you've increased your stats manually, you haven't lost any actual "job" - although at the start, you do get to decide your gender and preferred material as well, which come into play for aesthetic reasons now and then.

Nenjin: I just increased the action limit for testing at BlindKitty's request. When the game is released, it will be lower. Don't worry, before too long there will be plenty to do and you'll be pestering me for a higher action limit. : )

However, what do you mean about limiting cards? I cannot limit cards in any way. The game engine has this hard-coded, that your hand size is 3 and when you click the deck, you fill your hand at the cost of 1 action point. I don't like this system at all, because using a pinned card costs you 1 action for 1 card, but using the deck costs 1 action for 3 cards. Others have complained to the StoryNexus folks about this before, but so far they haven't changed it. Fingers crossed that this will improve eventually.

New characters should be unlocked now. Enjoy!

EDIT: I've just gone in and made several of the "RNG" cards (the ones that can appear anywhere) discardable. The original idea was that these things happen and you have to deal with them somehow, but they show up so often right now that they must be a bit tedious and annoying. I thought about setting them so they would not appear once your skills got to a certain level, but the problem is that there is more than one skill involved for each one. I can say, for example, that the kobold card shouldn't appear if your force is higher than 15, but what if you want to deal with the problem using wits? You won't see the card at all if your force is too high. While I consider this situation, I'm making them discardable at least, so you can just ignore them for now if you want to. Eventually I'll have to find a way to limit their appearance, since you don't want to be dealing with these low-level situations forever. Suggestions will be considered, if you guys have any ideas.

Now I have a bit of time before work which I will probably use for planning. I haven't decided yet which plot I want to implement tonight. I have to choose one and lay out the workings of it. I'm excited about finally putting more interesting content in here!
« Last Edit: October 01, 2013, 02:51:36 am by Sappho »
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BlindKitty

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #55 on: October 01, 2013, 03:40:48 am »

As for the low - level content, I have a Fallen London based suggestion, that might or might not work, depending on your design. You could make sort of 'Character Level' quality, like 'Significant Individual' in FL, but more gradual. There would be a pinned card with three branches, one for Force over 15, second for Wits over 15, and third for Craftsdwarfship over 15, each giving you one of 'Growing Beard'; when you have 3 Growing Beard and less than 1 of Longbeard, there is a Must - Always card that gives you Longbeard 1. And the low-level cards all need you to be Longbeard less than 1. It can be even further dragged out to, for example, Longerbeard (or just Longbeard 2, and making it Circumstance: Longbeard 1 would be "to the chest", 2 "to the waist", 3 "to the knees", 4 "I need to wrap it around my neck to avoid tripping over it!" and so forth) every 15 or so points in all three statistics. It would limit low - level cards to low - level characters and vice versa.

You can also make actions in the non-pinned cards cost, well, an action (or even more, if you wish so). This is still far from perfect, as it makes using three cards from hand cost four actions (as you need one to deal), but it may be alleviated by using some cards with 0 action cost and praying to Lady Statistic to make it even. ;)

Also, doesn't marking a card Transient make it drop from hand if the requirements are no longer met? Including the area? I'm not sure about that, but I think that's how it is supposed to work?
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m0nster

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #56 on: October 01, 2013, 06:22:04 am »

The 'haulers' in the successful outcome for 'Dig for ore.' and 'Dig for stone' (from the pinned 'Grab a pick and set to work' card) aren't capitalized.
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A perfect block.

With your last swing, the block comes free, and one of the haulers dutifully carries it away to the workshops. You're getting the hang of this.
Quote
A gleaming pile of raw metal.

You manage to extract the valuable metal ore from the stone. The results look good and the haulers take them away. One of them assures you that the Manager will hear of your good work.

So far the world is quite promising. :)
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Iceblaster

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #57 on: October 01, 2013, 09:30:49 am »

Thanks, will do more this afternoon after school.

Sappho

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #58 on: October 01, 2013, 11:59:48 am »

M0nster, thanks for the report, it's fixed now.

BlindKitty, I do intend to have something like this eventually. A sort of overall level. But it's not a priority. For now I suppose I have to hope that as more cards are added, the same ones won't come up so often. I only wish it were possible to limit cards based on a combination of traits - for example, if force AND wits are both over 15, don't show this card. But you can't do that with StoryNexus. It's a very easy to use system for writers lacking coding ability, but it can also be very frustrating, it's so limiting.

Support emailed me back and told me that low urgency doesn't do anything yet, which is very unfortunate. On the other hand, high urgency should work. I'll have to test it a bit to make sure.

Marking a card transient does indeed remove it from your hand. I considered doing this at first, but then it seemed a shame. Maybe the player wants to save a card for later. Some cards will definitely require you to travel around a lot, and it wouldn't be fair to take away cards every time someone travels. So for now I'll stick with marking more of them discardable, unless it's something you shouldn't be able to avoid, like guard duty when you're a guard.

I'm going to make dinner now then get to work on the first storyline. I'm pretty exhausted from work today (I had 1st and 2nd graders and then drama club, very exhausting), so I don't know how much I'll finish, but I'll get in a good start anyway.

As always, thanks for helping me test, guys!

UristMcDwarf

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Re: Riddlerocks: DF-Based StoryNexus Game (Playtesters Wanted!)
« Reply #59 on: October 01, 2013, 03:34:12 pm »

this is so fun
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