Coded Puking
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When people get drunk, they puke, but -- it's not very fun being code-forced to puke. Right now what this effect does is that it checks Constitution with a dice roll, and if you fail, you vomit.
Since we put in the PUKE command which allows you to puke at will, what I'm going to do is take out the forced vomiting. I will just make the failure give a stronger nausea message, maybe some acid reflux or something.
I genuinely apologize to everyone who's suffered from my maniacal puke-coding so far.
NPC Interactions
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The ship is a contained space and the intrigue is chaotic, with several threads going on between PCs and NPCs alike. Accordingly, I've been doing a lot of NPC animation in order to realistically respond to how PCs might interact with NPCs. My attempts have been to aid in the suspension of disbelief regarding the general metaphysical-reality differences between PCs and NPCs. Since PCs are supposed to treat NPCS (and vNPCs!) as real people, it can be tough to be like "Well, I need to go talk to the merchant, but maybe she's not paying attention" or "Well, I need to have a chat with the First Mate, and yep there's Tekra right on deck, but there are no staff available to animate right now, so oh well..."
Because of that I've been previously very available for NPC animations and I'm concerned this may have set an unhealthy precedent for me. I can't always animate NPCs or respond immediately in-game. I didn't code in a way for staff to hide their visiblity while online, for transparency reasons (though sometimes the who list is buggy, especially if I'm actually logged-into an NPC, and I've been looking into fixing that but it's low priority -- those are the only times I'm online and don't look to be online). But, a lot of the time, even when I'm online, I'm partially-AFK (when you're wizarding, you don't incur the idle timer) or fixing bugs (there are a ton) or doing something else.
I love animating NPCs but I have to step back from this a bit. So I'm asking the playerbase to give NPCs (and by extension, me) the same sort of grace you'd give a PC who is not logged in or is a sleep avatar or is possibly also AFK. Most of the time everyone's been really good about this. NPCs get distracted with their usual lives and routines, and everyone's been very believable roleplaying that like the Shipwitch is distracted listening to the wind, the First Mate's busy ordering sailors around, the Captain's probably drunk, et cetera. But just try to be careful about initiating NPC interaction in a manner that pretty much demands an immediate real-time response or causes a lack of believability in the story, because that has the potential to really make me feel drained.
We have a ton of bugs and I have to focus on them in the free time that I have. So, try to prioritize interactions with PCs -- there is really a huge amount of story hooks spread around amongst you and nobody has fully put the picture together based on all the information that PCs already have.
Development Notes
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Speaking of bugs! Evennia is an awesome codebase, but it's also very bare-bones and open to customization. The vast majority of Song of Avaria's mechanics have been pretty much coded from scratch. Many of us are used to playing games in alpha that are built on well-established codebases that already have a lot of bells and whistles -- or, games with relatively simple mechanics. However, everything is overcomplicated in Song, and that includes the code. So, fixing some things that might seem very simple are actually sometimes multi-day projects. There are a few multi-day projects coming up that I need to complete before we can even soft-open registrations again. Here are my priorities in that regard.
- Any spur-of-the-moment game-breaking bugs that people might be encountering in the immediate course of roleplay in-game. These obviously have to be fixed swiftly for people to be able to play at all.
- Vicinities: Many of the mechanics that involve vicinities need a serious revamp. Roughly 20 of the currently active bugs involve these bugs. The code is also very old, some of the first I wrote, and it's not very efficient. Fixing some of this code could improve any general lag issues that the game might be experiencing.
- Combat: There are at least 50 active bugs regarding combat. Most of these have to do with how the combat pools don't seem well-contained, and I sorted most of those out, but relatively heavy use of the system through the Faded Zone and in the bilge have revealed many balance issues. I want to be able to fix these balance issues, and add new features, without slogging through painful three-year-old inefficient code. Combat has needed a revamp for a while, and it needs to be looked at even more than vicinities -- but since it may be dependent on vicinities, that's why vicinities take priority.
- Character Generation: A lot of bugs surround character generation, in the in-game menu which didn't have as much attention paid to it as the website, and in the website with how data transfers to the game from html format when making character changes or establishing attribute values. This is obviously really important for being able to let people make characters, but as most people's characters are already made, it's low on the list.
- Playstyle-Guiding: This has to do with some things we've noticed in terms of how people play the game. Our ideas about how the game should be played are one thing in theory and a different thing in practice. So, before re-opening, we'll probably limit or gate some frequently misused features while adding more improvements and incentives for underutilized features that we'd like to be utilized. This last item is low on the priority list, but might get implemented quickly because they should be generally short, quick fixes and we want to be sure to establish the playing culture how we want it from the start.
Thanks so much for all the patience and playtesting! We appreciate you a ton.