Huh, I asked quite a bit more than usual this time. Thanks for the answers!
Are we going to get more specific in-period names for businesses that are used within the game?
I'm more or less for it, in general, if we have something that fits. I don't know quite how esoteric it gets though, and what we're going to have that matches up. I've seen lists of names but I don't know a lot of the specifics. What did you have in mind?
By my recollection, there were some shop names listed in the devlog that seemed incorrect to me, but I can't find the post now, so I'm not sure.
When you get such things done, how much interbreeding between different breeds/populations do you anticipate their being? How much variance is there in a cat (or any other domestic animal) population at the moment, and how much would you see as ideal? I know such things would be influenced heavily by the size and age of the population, but I'd appreciate some general thoughts on the situation.
What would interest me is if and how the pet keeping species decide which traits they favour and want in a animal? I could see Humans for example keep atleast 3 kinds of horses 1 each for light and heavy cavalery and one as work-horse.
Are there going to be any gene variances (in cats) from inside a town, or is it going to be mostly one kind per town? Are there going to be any ways for animals to travel between towns besides trade? What are (will be) the triggers for a trade in these animals?
The breed allows for some variation now, so it's a bit more (too?) flexible than the word would suggest I suppose. The breed definition restricts the available genes, but doesn't specify them entirely. I think ideally there'd be animals bred toward specific purposes, as well as perhaps a stray population of some of the animals that takes traits from both the breeds as well as at random (or perhaps all the way back toward being random -- or further, specialized for stray living, since a lot of the breed characteristics wouldn't be adapted to that environment). I think animal trade is quite limited now in world gen. It doesn't worry about mixing populations or anything either. Overall, it's very simple, but it's a start.
As far as stray populations go, I saw a documentary on the feral dogs of East St. Lewis not too long ago. Despite blood tests indicating different breed mixes, they were all medium-sized dogs with black coats and pointed ears.
I really enjoyed the monthly report containing the actual numbers of issues left to work out. Any chance of that happening more often in the devlog?
I decided against having a running countdown during the last long release, when it became more of an annoyance to manage than a motivator for development. So probably not. I've never really found a good way of communicating release timing, because there isn't a good estimate of the release time. The list of issues I greened out before doesn't really work, since there's always a mass of crap to cleanup after it's all greened out. I'm ostensibly doing that cleaning list now, but it's always a three steps forward two steps back kind of thing. I'm just trying to log as much as I can, as boring as lot of it is, with the vague idea more or less that I'm moving down the issue list from the report, even if I expect a few big bumps up ahead there, where one optimization issue or another might eat a few days or more all by itself.[/quote]I don't find that stuff boring. I'm pretty sure I'm far from unique in this.
Am I the only one pumped for the personality rewrite and succession issues being bumped up? I think those were the things I was looking forward to most, so I'm extremely happy they're getting moved earlier in the schedule.
I am pleased as most of that personality rewrites are required for are things I'd quite like to interact with. The rewrite itself is of less particular importance to me, although getting some more concrete and definite personality traits and getting them more involved in more decisions would be a significant boon.