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How to build things with StoryNexus

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Micah Linscott
Micah Linscott
Posts: 3

10/17/2012
I'd like to be able to change the percent chance of a rare default (or rare success). Currently I have to re-create the branch to make the change, which is annoying.

Micah Linscott
edited by Micah Linscott on 10/17/2012
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@_The_Bard_
@_The_Bard_
Posts: 14

10/18/2012
In the StoryNexus editor, you should be able to reorder the Branches of a Storylet. Something dynamic like drag-and-drop to move the branch and it's results, to make it easier to edit and follow.

If this could be done in the Live Editing though , even better ;o)

EDIT: You can reorder them now, though it's a clunky process (change the Ordering value in the dropdown under advanced options, save and refresh)
edited by Alexis on 11/25/2012

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http://curio.storynexus.com
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Torrain
Torrain
Posts: 77

10/18/2012
Brandon Carbaugh wrote:
I understand this is a known issue and isn't on the slate to be fixed any time soon, but I'd just like to add my voice: I think the ability to delete storylets and storylet branches is extremely critical, and needs to be implemented badly. As is, it's the equivalent of a word processor which allows you to type characters, but not delete them. Yes, you can avoid having to delete storylets or branches by making sure your prepwork in Word or whatever is 100% sound, and being careful not to make any mistakes while constructing a storylet, lest the whole thing get scrapped -- but that seems pretty cumbersome.


It strikes me more as the equivalent of a word processor which allows you to create files, and edit files, and rename files, but not delete files. I'd like to see the branches being deletable, instead of producing the General Error fault (although even that annoys me so relatively little I haven't checked to see if it's a NoScript/browser thing), but that's a personal preference; when you can edit a Storylet so completely that it's basically the same thing as creating an entirely new card with a preset number of branches, and can tag them all as something to be recycled in the meantime so they don't clutter up your story screen, I'd hesitate to call it critical. Which isn't to say I object to the functionality! smile

Tangent: I would love the ability to be able to put more than one tag on a storylet.

L&c,
F
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Torrain
Torrain
Posts: 77

10/18/2012
Would it be possible to include a link allowing people to buy Nex when the tip screen pops up? Or include a link to buy Nex at the bottom of the page? It just occurred to me that while I can like storylets in many worlds, I don't actually know where to buy Nex except in Fallen London, and that's due to personal experience rather than documentation.


There's now a Nex link from the account, and we'll be adding a Nex tab soon.
edited by Alexis on 1/3/2013
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Caitydid
Caitydid
Posts: 65

10/24/2012
I adore the Analytics pages that are up now, but had one addition I would love to see. It would be very helpful to be able to "sort" the likes page, so I can quickly analyze what storylets have gotten the most likes, what hasn't, things like that. Would that be possible?

Thanks!

--
You see things; and you say, 'Why?' But I dream things that never were; and I say, "Why not?" - G.B. Shaw
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Jon Erikson
Jon Erikson
Posts: 37

10/26/2012
Is there anywhere to report bugs? The FAQ link in the orange bar doesn't actually go anywhere...

FAQ now works, and the HELP link should provide the support email address.

As an actual suggestion, can we have keyboard controls for playing the game? It would be fairly easy to map keys to cards or storylet actions, and would make it easier to play, especially with storylets with lots of options or that are grindy.
edited by Alexis Kennedy on 11/8/2012

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http://fallenlondon.storynexus.com/Profile/Jon~Erikson

No stabby stuff please; social grinding and spare Overgoats welcome, apparently having just the one is out of fashion...
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Hierophant
Hierophant
Posts: 782

10/26/2012
@spiralx: you can send bug reports to support@storynexus.com. smile

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Head Writer
Zero Summer
zerosummer@outlook.com
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Lily Fox
Lily Fox
Posts: 346

10/27/2012
Just a little thing: I keep expecting the Storynexus logo in the navbar to take me to the SN front page. I suggest that be made to happen.

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@LilyLayer4
Fallen London character: Lilith B.
Author of Maelstrom - Play - Discuss
Author of City of Phire - Play - Discuss
+1 link
Hierophant
Hierophant
Posts: 782

10/29/2012
We'd really like a way to name Quality categories and organize them by category for our players.

Example: we've got Ally and Connection and Style Qualities. I'd like to be able to designate categories for each (which would only be cosmetic) and organize them by category below the fold on the player's sidebar.

This is semi-implemented. As with my reply to Lily, only semi, cos Slots double as organisational tools and equippables.

We'd also like it if qualities above the fold didn't appear below the fold as well. Space is a premium!
edited by Alexis Kennedy on 11/8/2012

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Head Writer
Zero Summer
zerosummer@outlook.com
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Matt Peairs
Matt Peairs
Posts: 12

11/3/2012
I would certainly appreciate a "Save All" button on the storylet editing page. If I'm about to navigate away from a storylet with a bunch of branches, I get paranoid and start clicking the "Save" button on every branch and result, just to be safe. >.>
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digiexpert
digiexpert
Posts: 13

11/6/2012
Currently, the Dropdown for worlds only shows Failbetter worlds and World of the Season winners. However, I wonder if it would be possible to also have worlds on either a "Favorites list" or worlds you have top level access (I can never remember what that one's called) to added to the list?
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Alexis Kennedy
Alexis Kennedy
Posts: 1374

11/8/2012
Several of these suggestions have been implemented now, folks, especially in the last release - which we'll be announcing soon when we've finished final testing.


Scroll up and take a look at my edits for more.
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Hanon Ondricek
Hanon Ondricek
Posts: 417

11/8/2012
I would suggest unifying the location and look of the save button. Right now sometimes it's a button on every branch of a card, and sometimes it's on a hyperlink in the middle of the page, sometimes it says 'update', sometimes it says 'save'

Could you make a nice big clear standout button in a contrasting color for 'save' and put it at the top and bottom of editor pages? Could this button also save every branch in a storylet?

The idea to shade updated sections that are not saved is good, but a clear 'save all and go back' we can hit religiously to exit a card would obviate the need for seeing which parts are updated.

Thanks, I'm new and just learning so thanks for all the work already done on SN. :-)
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Hanon Ondricek
Hanon Ondricek
Posts: 417

11/12/2012
I would like to suggest that qualities don't print a message when they don't change, or to have a tick box that controls this behavior.

For example, in a Mystery I can draw a card that represents "Alexis walks into the room" and sets a quality "Alexis is here" to 1, which prevents me from hiding evidence. Since this is a somewhat random occurrence and may or may not happen, when I leave the area, I don't know whether Alexis is in the room, so I need to set "Alexis is here" to 0 if it's greater than 0.

However, StoryNexus prints a message "Alexis is here didn't change because it's less than one" which is a little messy if I have several characters, or several qualities that I need to make sure get unset.

If we could tick a box to suppress notification messages on quality changes that would be helpful, or it seems as though it would make sense if a quality is at zero already and doesn't change in any manner that by default it should not print a useless message.
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Hierophant
Hierophant
Posts: 782

11/13/2012
Could we have branch requirements for items being equipped?

(So: I could only play Ask Jeanette Out if I have Goofy Poem equipped.)

--
Head Writer
Zero Summer
zerosummer@outlook.com
+1 link
Chris Gardiner
Chris Gardiner
Administrator
Posts: 540

11/14/2012
Hi Gordon,

You can do this by having an item enhance a unique quality when equipped. So the Goofy Poem enhances your Endearing by +1 or Ready to Talk to Jeanette by +1. These qualities are only granted by the equippable items you want people to use.

Branches can then by unlocked or locked based on those qualities.

This also let's you give the player some choice, if you can get Ready to Talk to Jeanette +1 from equipping a Goofy Poem or a Winning Smle or the Ear of her Scummy Ex.

Not that we condone ear-removal.

(This is how we handle Commitment and Constant Companions in FL)
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Hierophant
Hierophant
Posts: 782

11/14/2012
Good hack and a really good suggestion about item multiplicity. Thanks!

--
Head Writer
Zero Summer
zerosummer@outlook.com
0 link
Matt Peairs
Matt Peairs
Posts: 12

11/15/2012
Minor interfacular suggestion! If you try to make a new world with an illegal character in its name (e.g., "Matt's Sandbox") and hit the "Create" button, a message about how world names need to consist of letters and spaces appears *briefly* at the top of the page (which is not concurrently visible with the "Create" button at my screen's resolution). It took me a while to figure out what was going wrong!

Anyway, maybe the warning could either appear at the bottom of the page, or persist until you've fixed the appropriate input field?


Matt - this is very much a bug, not a feature. We'll fix it next time out.
edited by Alexis on 11/17/2012
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Hanon Ondricek
Hanon Ondricek
Posts: 417

11/18/2012
Any way you can highlight the "Starting Area" area to make it clear which one it is if renamed? It's not a problem if you understand how it works, but confounded me for about a day when I did not.

Maybe make it a special color in the list, or a tag "This is the permanent starting area. It may be renamed."
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Hierophant
Hierophant
Posts: 782

11/19/2012
Still waiting on being able to include Quality levels in change descriptions. smile

Also, if we could include how many change points that pyramid-numbered Qualities changed by, that would be FANTASTIC.

--
Head Writer
Zero Summer
zerosummer@outlook.com
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