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How to build things with StoryNexus

What can we do to help? Messages in this topic - RSS

Nigel Evans
Nigel Evans
Posts: 212

8/15/2012
Beta testers:

Now that you've actually used the system, what's wrong with it? What else does it need?

Could you give us your top three (or two, or one) bugs that you'd like to see addressed first, and features that you'd like to see added first.

I can't promise anything. But if we can get a consensus on what's causing problems and what you folks are really after in terms of features, we might be able to alter the technical priority list to get important stuff out faster.

So, what can we do to help?


(Could I ask that replies be limited to folks who've actually used the tools? That would be great.)
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Nigel Evans
Nigel Evans
Posts: 212

10/9/2012
@_The_Bard_ wrote:
1) Like many others I'm just getting started and trying to get to grips with the platform. This involves a lot of playing around with different things but I can't then delete these things to tidy up. I understand you don't want people deleting Storylets but what about Qualities? I think the ability to delete things like this (even Worlds) can be useful in the early stages of beta testing.

2) Is it possible to have a 'Save All' feature. I tend to make multiple changes to multiple branches and then scrolling back to click on 'Save' on each thing that's changed is very annoying.

3) An easier way of resetting the game to a default state would be great for playtesting. Having to reset each Quality individually to get back to the starting point can be very annoying.

PS: Thanks for providing a great platform!



1) The reasons for not deleting qualities are much the same as for not deleting storylets. If you don't need a quality any more, call it REUSE or RECYCLE or something and turn it into something useful the next time you need a new quality.

2) Not a bad idea - I'll put it in the suggestion thread.

3) Have a storylet with a game_end_effect on a branch, and lock it away with the Key of Dreams. That way, you can reset a character whenever you need to.
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Nigel Evans
Nigel Evans
Posts: 212

10/9/2012
KayMan wrote:
2. It doesn't seem to be possible to overlap affects on the same quality. For example I have a storylet where the player is being searched for contraband and where one of the results is that he gets fined. I'd like to be able to take 1000 "gold crowns" from inventory, or as much as he has if less than 1000. What I tried to do is to put on two affects:

a) Change amount by -1000 if level is >= 1000
b) Set amount to 0 if level is <= 999

But it looks like they can't stack... I haven't gotten around to testing yet, but perhaps the solution is to just remove 1000 crowns and hope the engine stops at 0 for inventory items!

3. The Travel map and the Bazaar in Fallen London are great. It's obviously possible to recreate the essential functionality using storylets, but the smoothness of those two very important graphical interfaces are - I think - very powerful. Any chance that these might make it into the toolkit at some point? Alternatively, for stuff like this I might be willing to pay a bit of real money for someone at FBG to help me, once I have the rest of my world up and running...

Very exciting!

Ian K.


2) What you want is 'change by -1000'. No quality can ever go into negative numbers. Anything less than zero becomes zero.

3) A travel map is a very fiddly thing to do. It's possible that we'll do this at some stage, but it's not on the roadmap right now.
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