 leokhorn Posts: 33
8/11/2012
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Just wanted to say I don't get the bug where Firefox tries to download JSON data anymore, yay!
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 katastrophe Posts: 17
8/11/2012
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Thanks Lily. That tells me a lot about how I should be structuring my Sometimes decks.
-- Oh hey, a webcomic.
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 Alexis Kennedy Posts: 1374
8/11/2012
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seeing JSON instead of a card - we think this issue's now fixed. Do let us know.
Becks - this is probably a permissions thing, since you're a world Editor, not Owner. We'll take a look.
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 Alexis Kennedy Posts: 1374
8/11/2012
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@katastrophe
Branching branches: to expand on Lily's answer, no, by design. You can achieve that same elegance in a couple of other ways: - having one root card for each ship (perhaps hived off in a Docking Bay area - having an area for each ship - setting a quality based on the initial choice, that then determines which other cards open.
The reason for this is: (a) the Tribble Effect[1] in branching narrative is so insidious; (b) we like to see higher-level control returned to the player more frequently. If you're looking for something more branch-y, Varytale and Choice of Games/ChoiceScript are both powerful platforms which have taken a different approach.
All that said, as Nigel has hinted elsewhere, we are cautiously considering ways to link together slightly larger storylet structures. We'll see.
Card frequency - it goes slightly across the grain of what we intend for SN ops decks, so we don't particularly recommend it right now. More on this later.
[1] catchier than 'combinatorial explosion'
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 Alexis Kennedy Posts: 1374
8/11/2012
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Gordon: a Menace is just a quality that has at least one associated unpleasant event that appears when it hits a threshold (in FL, the event generally moves you to the bad places). The additional magic is that these are Must events, i.e., they play automatically. Those aren't enabled in SN yet (but will be). For playtesting purposes, you can have them work optionally for now ('oh yes, I've been shot, I should lie down dead').
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+1
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 Hierophant Posts: 782
8/11/2012
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Alexis: that makes a lot of sense. Thanks! Same situation with usable items? They seem to link fine to the Storylet -- it no longer bugs out when I try -- but there doesn't seem to be a way to activate them on the player side.
Similar: with Menace and Item events, do you have any advice on how to keep them from accidentally proccing in the Opportunity deck?
-- Head Writer Zero Summer zerosummer@outlook.com
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 Hierophant Posts: 782
8/11/2012
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Posting in certain threads ("Making NPCs") returns an error page.
-- Head Writer Zero Summer zerosummer@outlook.com
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 Nigel Evans Posts: 212
8/13/2012
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Gordon:
Usable items aren't currently switched on in the UI. It, as ever, is on the list.
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 Hierophant Posts: 782
8/13/2012
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Thanks Nigel!
-- Head Writer Zero Summer zerosummer@outlook.com
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 leokhorn Posts: 33
8/13/2012
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Just noting that these forums do not deal well with HTML tags in message content. Namely, it crashes. Just a heads-up for everyone
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 Hierophant Posts: 782
8/14/2012
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We're wondering if the following features will be available before the Sept. 15 competition deadline:
- Items that can fire Events when used
- Equippable items/items that enhance Qualities
- Menaces that autofire at a certain level
- Adjustable Action-caps
- Nex-locked Storylines
Thanks very much!
-- Head Writer Zero Summer zerosummer@outlook.com
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 Alexis Kennedy Posts: 1374
8/15/2012
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You've probably noticed that we've extended the contest deadline by a couple of weeks anyway...
Briefly the answer is:
- usable items: coming v soon - Menaces that autofire: menaces as a quality category will never autofire, but Must events, i.e. cards which you're dropped into as soon as you're eligible for / draw them - comng v soon. - equippable items - not on the roadmap at all right now - adjustable action caps - not on the roadmap at all right now - Nex-locked branches: probably mid-September.
but - in the next day or two, we'll be publishing the tentative roadmap for SN features to end October.
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 Hierophant Posts: 782
8/15/2012
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Beautiful. Thanks Alexis! I really appreciate how responsive you folks are.
-- Head Writer Zero Summer zerosummer@outlook.com
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 Miss McKenna Posts: 14
8/15/2012
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Is there, perhaps, an image library or list of images we can access? 'Cos that would be really helpful.
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 Hierophant Posts: 782
8/15/2012
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@Miss McKenna:
There's a smallish icon library included with the dev tools.
-- Head Writer Zero Summer zerosummer@outlook.com
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 Miss McKenna Posts: 14
8/15/2012
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Ah, found it! Thanks, levineg85!
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 Alexis Kennedy Posts: 1374
8/16/2012
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Ah, the McKenna dynasty is here! Excellent.
All: here's the tentative roadmap.
bitly.com/SNRoadmap
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 Estelle Knoht Posts: 1751
8/17/2012
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There's a feature I really, really miss from Fallen London.

The ability to view the quality description in the storylet result screen via mouseover. It always felt a bit jarring to have to scroll around the list on the left to see what's the new quality's about.
Would it be possible to implement this, or is it left out intentionally? edited by Byron Man on 8/17/2012
-- Estelle Knoht, a juvenile, unreliable and respectable lady. I currently do not accept any catbox, cider, suppers, calling cards or proteges.
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 leokhorn Posts: 33
8/17/2012
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In the same theme, it would be nice to have progress bars for qualities where change points are important. Currently, you just know that a Quality is rising but... not how much, and no idea how close you are to the next level. It's the kind of transparency that really shines in FL and would be nice to have in SN. edited by leokhorn on 8/17/2012
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+1
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 Hierophant Posts: 782
8/17/2012
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I agree with the gentleman who is a cake.
-- Head Writer Zero Summer zerosummer@outlook.com
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