toady, what percentage of the game or how many features(just a number is enough for me), if anything at all, would you personally consider finished(in the sense of not being a placeholder for something else to come)?
[...] on the subject of version numbering, 0.31 referred at the time to 31 of the specific dev 100 core items being finished. Then we changed dev systems and the version number was on hold for a while. Now it refers to being 0% complete done with a new list that counts for 0.69 of the version number, but the new slightly unsettled list pretty much corresponds to the old core items, so it's not much of a change.
The old core items are listed here.
i have the impression im seriously unable to formulate my questions the right way, cause i often get answers id not have expected: im aware there are those goals(although thanks for finding that link again) but its like one could say "goal XYZ is implemented" and deduce from the version-number how many 'XYZ's there are but its obvious counting stuff like "hauling is implemented" would be wrong. and that one is just the most obvious example, there are others like ghosts(does the possesion thing that was mentioned make ghost like they exist right now a placeholder for the final ghosts? what about more ways of getting ghosts and what factors influence what type you get? whats the placeholder here?), or shops or tables(will one always be able to walk through them? does that count as the furniture itself being a placeholder? or is it just a placeholder for walking-mechanics?)...
well anyways i hope that makes clear what i wanted to ask if not, ill try asking 'from the other side':
toady, how many percent of the implemented content would you consider still being a place-holder for a more complex/different/somehow overhauled version? (im not expecting more than a subjective guess here)
hm, i have the impression the towns dont really feel natural or logical. dont get me wrong, i think they really look awesome and interesting, just not too much like real towns. but i might also be totally off, i guess one needs to walk in them as an adventurer first to be able to get an impression of whats really going on.
Do you mean they don't look like real modern towns or real medieval towns?
I think they are very organic-looking. They don't look planned in any way. There are a lot of details lacking (like windows on the houses, bins, proper floors (at least on the shops) and workshops (where the goods are produced?)
i guess for me, its a massing of smaller stuff like:
-buildings being forced to the same height for big parts and too high buildings
-2-square-thick-walls where a singe wall would be used
-strange wall-like 1-square-long hills(/dunes?) or pits
-placement of furniture and items in a way i can absolutely not understand(storage as the entrance-room / rooms with randomly scattered tables, cabinets, beds(a bed in the middle of a room?) and chairs / ... )
-inaccessible spaces(surrounded by buildings and no doors towards the surrounded space)
-stretched buildings with 4 rooms in a row and decreasing amounts of content starting from the entrance
so overall they just dont look like any town, neither modern nor medieval, because there is too much stuff where i would think: wtf, who would _do_ something like that?
but while all those things are problems, i assume toady is well aware of, youre absolutely right that on first glance they look very organic and have a good overall feel.
EDIT:
if anyone feels any of my formatting of the text is sub-optimal please feel free to tell me, every suggestion on improving the readability is welcome