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		<title>Valdemor at 06:34, 20 November 2018</title>
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				<updated>2018-11-20T06:34:40Z</updated>
		
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				&lt;td colspan='2' width='50%' align='center' style=&quot;background-color: white;&quot;&gt;←Older revision&lt;/td&gt;
				&lt;td colspan='2' width='50%' align='center' style=&quot;background-color: white;&quot;&gt;Revision as of 06:34, 20 November 2018&lt;/td&gt;
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&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;Often when I'm playing Lost Souls (and sometimes when I'm not), I'll get hit by bouts of inspiration on projects I'm working on or features/mechanics I'd like to change or implement. Instead of leaving them to stew and eventually be forgotten, I've decided to write these down in a journal so that I will remember them later and hopefully actually work on them. The entries tend to devolve into rants or fantacising on my part.&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;The journal is in org-mode format, separated into headings for convenience. Please keep in mind that this is not so much a list of stuff I will actually do as a collection of my thoughts on the game from a developer's perspective. Maybe I will work on the entries some day; hopefully another developer will read some of them and be inspired in turn; and most likely they will sit here to be interesting exercises in wishful thinking and naught else.&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;== * sensory acuity traits &amp;lt;2014-01-21 Tue&amp;gt; :traits :new: ==&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;Add five traits for acuity in the five senses, to use in room&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;description detail / searching / quests, etc. Value should go from 0&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;(don't have that sense) to 10 (localized omnipotence), with five&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;being the average using humans as a reference. Traits should increase&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;in value with skills/attributes like CF/OF, 1 per 100 awareness and&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;perception. &lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;== * mounts &amp;lt;2014-01-21 Tue&amp;gt; 				  :mechanics :revamp :rant: ==&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;Overhall the mount system to make more sense and be less broken. With&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;low riding skill, directing a mount should be difficult and&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;imprecise. For example, complex go commands should be badly&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;interpreted, directions should mix up. Have mounts keep going in one&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;direction until you issue a stop a command; only implement current&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;system of stopping after go command is fully executed for really high&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;riding skill. Add the chance of mounts throwing you off during&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;movement and combat. Using a mount should train riding/equestrian&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;(props to Agun for this). Give mounts the ability to carry containers&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;(saddlebags, sacks, etc) and to pull stuff (carriages, ploughs, etc);&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;alternately create a separate module for this (mule). Using a mount&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;for too long in too short a time should tire it out and make it less&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;effective (temp negative mods to skills/attribs), dependant on how&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;well the rider understands the animal (animal lore, equestrian,&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;biology, etc) and the mount's own skills (stamina, running, possible&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;new skill specifically for carrying people). Since the game is&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;already a simulationist fantacy, why not set up a system of stable&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;outposts for exchanging tired mounts for fresh ones (I.E roman postal&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;system)? The mule system can be taken further too; have a network of&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;carivans between the major towns to ferry passengers on horse-drawn&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;carriages. These carivans could experience random raids from bandits&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;and the like; this could lead to a new slinger-like association for&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;fighting them off? On the other side of the coin, players could&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;attack and steel from trading caravans for plunder (melange shipments&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;from the desert, magical gems from Liathyr, etc). Maybe Shatterspire&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;could have like huge flying steam ships pulled by drakes and powered&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;by Hellhounds to move their troups! The possibilities that this&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;system would open up are pretty awesome. I can just imagine it now;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;the whole island of R'lyeh tethered to Cthulhu's back as he flies&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;into combat against the collective forces of Aedaris, who wait on a&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;fragment of the Exoma that has been shifted into the Prime and&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;materially tethered to Puff.&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;== * flight &amp;lt;2014-01-21 Tue&amp;gt; :mechanics :revamp: ==&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;Our monolithic flight system is actually pretty nonsensical and&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;should be separated out into different functionality. This thought&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;came from another of Agun's complaints (about levitator not granting&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;a boost to flight). The game currently uses one skill to govern all&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;forms of flight. However different flight mechanisms require&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;profficiency in completely different fields. For example, magically&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;directed wingless flight doesn't require knowledge of wind drafts,&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;how to rise with thermals, how to take advantage of slipstreams,&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;etc. On the other hand, even though dragon flight is partially&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;magical, they will use skills involved in muscle manipulation that a&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;bezhuldaar has no need of. So, the flight skill should really be&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;turned into several different skills that affect different forms of&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;flight, or use a wider range of skills (I.E somatesthesia might&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;control how well a faerie can flap hir wings; or willpower might&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;affect a Bezhuldaar's ability to direct its levitory).&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;== * Arborlon descriptions &amp;lt;2014-01-21 Tue&amp;gt; :new :areas: ==&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;Previously I've been trying to make the room descriptions in the&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;Arborlon revamp really descriptive. Too descriptive, I've decided&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;after some thought and reading some articles on area&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;creation. Instead of trying to be really flowery, room descriptions&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;should have a single sentence for each sense. This should be enough&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;to be fairly descriptive, and make the rooms accessible to&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;blind/deaf/anosmic players. The room summaries should also have&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;different values for different senses, so that you can for example&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;explore while blind while still getting an idea of where you are from&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;your hearing. A system of sensory acuity traits could be used here to&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;determine how much information each sense would contribute. For&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;example, a player with low hearing acuity might be able to only get&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;the auditory room summery but not the auditory description elements;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;or be able to see the latter but not see the auditory elements of the&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;individual element's description. The idea is to make Arborlon's&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;descriptions offer complex multi-sensory descriptions, rather than&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;just really flowery visual ones which nobody will appreciate while&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;slaughtering everything with brief depiction on anyway.&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;== * room generation simplification :new :utility: ==&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;Write a python script to make writing rooms less tedious. Currently&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;the bulk of room code is the really lengthy map feature function&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;names and the abstract item nested descriptor structure. Instead of&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;dealing with all that, the room generation script should ask for&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;abstract item identities, long descriptions, summaries, day/night,&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;and flags for the different senses, in a dialogue format. After&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;everything is entered, the script generates the room code with&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;correct descriptor nesting and indentation (because indenting&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;descriptors past the second level becomes a big hassle to deal&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;with). I should probably write this script before I get back to&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;Arborlon, to make it less dull and tedious to work on (the idea here&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;is to focus on the content when creating an area, rather than the&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;code itself).&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;

			&lt;/table&gt;
		</summary>
		<author><name>Valdemor</name></author>	</entry>

	<entry>
		<id>http://wiki.lostsouls.org/w/index.php?title=Fate%27s_Developer_Journal&amp;diff=29122&amp;oldid=prev</id>
		<title>Valdemor: fixed up headings</title>
		<link rel="alternate" type="text/html" href="http://wiki.lostsouls.org/w/index.php?title=Fate%27s_Developer_Journal&amp;diff=29122&amp;oldid=prev"/>
				<updated>2014-01-22T03:40:36Z</updated>
		
		<summary type="html">&lt;p&gt;fixed up headings&lt;/p&gt;

			&lt;table border='0' width='98%' cellpadding='0' cellspacing='4' style=&quot;background-color: white;&quot;&gt;
			&lt;tr&gt;
				&lt;td colspan='2' width='50%' align='center' style=&quot;background-color: white;&quot;&gt;←Older revision&lt;/td&gt;
				&lt;td colspan='2' width='50%' align='center' style=&quot;background-color: white;&quot;&gt;Revision as of 03:40, 22 January 2014&lt;/td&gt;
			&lt;/tr&gt;
			&lt;tr&gt;&lt;td colspan=&quot;2&quot; align=&quot;left&quot;&gt;&lt;strong&gt;Line 5:&lt;/strong&gt;&lt;/td&gt;
&lt;td colspan=&quot;2&quot; align=&quot;left&quot;&gt;&lt;strong&gt;Line 5:&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;== * sensory acuity traits &amp;lt;2014-01-21 Tue&amp;gt; :traits :new:&lt;/td&gt;&lt;td&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; font-size: smaller;&quot;&gt;== * sensory acuity traits &amp;lt;2014-01-21 Tue&amp;gt; :traits :new: &lt;span style=&quot;color: red; font-weight: bold;&quot;&gt;==&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;Add five traits for acuity in the five senses, to use in room&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;Add five traits for acuity in the five senses, to use in room&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;description detail / searching / quests, etc. Value should go from 0&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;description detail / searching / quests, etc. Value should go from 0&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; align=&quot;left&quot;&gt;&lt;strong&gt;Line 13:&lt;/strong&gt;&lt;/td&gt;
&lt;td colspan=&quot;2&quot; align=&quot;left&quot;&gt;&lt;strong&gt;Line 13:&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;perception. &lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;perception. &lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;== * mounts &amp;lt;2014-01-21 Tue&amp;gt; 				  :mechanics :revamp :rant:&lt;/td&gt;&lt;td&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; font-size: smaller;&quot;&gt;== * mounts &amp;lt;2014-01-21 Tue&amp;gt; 				  :mechanics :revamp :rant: &lt;span style=&quot;color: red; font-weight: bold;&quot;&gt;==&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;Overhall the mount system to make more sense and be less broken. With&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;Overhall the mount system to make more sense and be less broken. With&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;low riding skill, directing a mount should be difficult and&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;low riding skill, directing a mount should be difficult and&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; align=&quot;left&quot;&gt;&lt;strong&gt;Line 47:&lt;/strong&gt;&lt;/td&gt;
&lt;td colspan=&quot;2&quot; align=&quot;left&quot;&gt;&lt;strong&gt;Line 47:&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;materially tethered to Puff.&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;materially tethered to Puff.&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;== * flight &amp;lt;2014-01-21 Tue&amp;gt; :mechanics :revamp:&lt;/td&gt;&lt;td&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; font-size: smaller;&quot;&gt;== * flight &amp;lt;2014-01-21 Tue&amp;gt; :mechanics :revamp: &lt;span style=&quot;color: red; font-weight: bold;&quot;&gt;==&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;Our monolithic flight system is actually pretty nonsensical and&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;Our monolithic flight system is actually pretty nonsensical and&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;should be separated out into different functionality. This thought&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;should be separated out into different functionality. This thought&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; align=&quot;left&quot;&gt;&lt;strong&gt;Line 64:&lt;/strong&gt;&lt;/td&gt;
&lt;td colspan=&quot;2&quot; align=&quot;left&quot;&gt;&lt;strong&gt;Line 64:&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;affect a Bezhuldaar's ability to direct its levitory).&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;affect a Bezhuldaar's ability to direct its levitory).&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;== * Arborlon descriptions &amp;lt;2014-01-21 Tue&amp;gt; :new :areas:&lt;/td&gt;&lt;td&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; font-size: smaller;&quot;&gt;== * Arborlon descriptions &amp;lt;2014-01-21 Tue&amp;gt; :new :areas: &lt;span style=&quot;color: red; font-weight: bold;&quot;&gt;==&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;Previously I've been trying to make the room descriptions in the&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;Previously I've been trying to make the room descriptions in the&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;Arborlon revamp really descriptive. Too descriptive, I've decided&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;Arborlon revamp really descriptive. Too descriptive, I've decided&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; align=&quot;left&quot;&gt;&lt;strong&gt;Line 84:&lt;/strong&gt;&lt;/td&gt;
&lt;td colspan=&quot;2&quot; align=&quot;left&quot;&gt;&lt;strong&gt;Line 84:&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;slaughtering everything with brief depiction on anyway.&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;slaughtering everything with brief depiction on anyway.&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt;-&lt;/td&gt;&lt;td style=&quot;background: #ffa; font-size: smaller;&quot;&gt;== * room generation simplification :new :utility:&lt;/td&gt;&lt;td&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; font-size: smaller;&quot;&gt;== * room generation simplification :new :utility: &lt;span style=&quot;color: red; font-weight: bold;&quot;&gt;==&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;Write a python script to make writing rooms less tedious. Currently&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;Write a python script to make writing rooms less tedious. Currently&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;the bulk of room code is the really lengthy map feature function&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;the bulk of room code is the really lengthy map feature function&lt;/td&gt;&lt;/tr&gt;

			&lt;/table&gt;
		</summary>
		<author><name>Valdemor</name></author>	</entry>

	<entry>
		<id>http://wiki.lostsouls.org/w/index.php?title=Fate%27s_Developer_Journal&amp;diff=29121&amp;oldid=prev</id>
		<title>Valdemor at 03:38, 22 January 2014</title>
		<link rel="alternate" type="text/html" href="http://wiki.lostsouls.org/w/index.php?title=Fate%27s_Developer_Journal&amp;diff=29121&amp;oldid=prev"/>
				<updated>2014-01-22T03:38:09Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Often when I'm playing Lost Souls (and sometimes when I'm not), I'll get hit by bouts of inspiration on projects I'm working on or features/mechanics I'd like to change or implement. Instead of leaving them to stew and eventually be forgotten, I've decided to write these down in a journal so that I will remember them later and hopefully actually work on them. The entries tend to devolve into rants or fantacising on my part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The journal is in org-mode format, separated into headings for convenience. Please keep in mind that this is not so much a list of stuff I will actually do as a collection of my thoughts on the game from a developer's perspective. Maybe I will work on the entries some day; hopefully another developer will read some of them and be inspired in turn; and most likely they will sit here to be interesting exercises in wishful thinking and naught else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== * sensory acuity traits &amp;lt;2014-01-21 Tue&amp;gt; :traits :new:&lt;br /&gt;
Add five traits for acuity in the five senses, to use in room&lt;br /&gt;
description detail / searching / quests, etc. Value should go from 0&lt;br /&gt;
(don't have that sense) to 10 (localized omnipotence), with five&lt;br /&gt;
being the average using humans as a reference. Traits should increase&lt;br /&gt;
in value with skills/attributes like CF/OF, 1 per 100 awareness and&lt;br /&gt;
perception. &lt;br /&gt;
&lt;br /&gt;
== * mounts &amp;lt;2014-01-21 Tue&amp;gt; 				  :mechanics :revamp :rant:&lt;br /&gt;
Overhall the mount system to make more sense and be less broken. With&lt;br /&gt;
low riding skill, directing a mount should be difficult and&lt;br /&gt;
imprecise. For example, complex go commands should be badly&lt;br /&gt;
interpreted, directions should mix up. Have mounts keep going in one&lt;br /&gt;
direction until you issue a stop a command; only implement current&lt;br /&gt;
system of stopping after go command is fully executed for really high&lt;br /&gt;
riding skill. Add the chance of mounts throwing you off during&lt;br /&gt;
movement and combat. Using a mount should train riding/equestrian&lt;br /&gt;
(props to Agun for this). Give mounts the ability to carry containers&lt;br /&gt;
(saddlebags, sacks, etc) and to pull stuff (carriages, ploughs, etc);&lt;br /&gt;
alternately create a separate module for this (mule). Using a mount&lt;br /&gt;
for too long in too short a time should tire it out and make it less&lt;br /&gt;
effective (temp negative mods to skills/attribs), dependant on how&lt;br /&gt;
well the rider understands the animal (animal lore, equestrian,&lt;br /&gt;
biology, etc) and the mount's own skills (stamina, running, possible&lt;br /&gt;
new skill specifically for carrying people). Since the game is&lt;br /&gt;
already a simulationist fantacy, why not set up a system of stable&lt;br /&gt;
outposts for exchanging tired mounts for fresh ones (I.E roman postal&lt;br /&gt;
system)? The mule system can be taken further too; have a network of&lt;br /&gt;
carivans between the major towns to ferry passengers on horse-drawn&lt;br /&gt;
carriages. These carivans could experience random raids from bandits&lt;br /&gt;
and the like; this could lead to a new slinger-like association for&lt;br /&gt;
fighting them off? On the other side of the coin, players could&lt;br /&gt;
attack and steel from trading caravans for plunder (melange shipments&lt;br /&gt;
from the desert, magical gems from Liathyr, etc). Maybe Shatterspire&lt;br /&gt;
could have like huge flying steam ships pulled by drakes and powered&lt;br /&gt;
by Hellhounds to move their troups! The possibilities that this&lt;br /&gt;
system would open up are pretty awesome. I can just imagine it now;&lt;br /&gt;
the whole island of R'lyeh tethered to Cthulhu's back as he flies&lt;br /&gt;
into combat against the collective forces of Aedaris, who wait on a&lt;br /&gt;
fragment of the Exoma that has been shifted into the Prime and&lt;br /&gt;
materially tethered to Puff.&lt;br /&gt;
&lt;br /&gt;
== * flight &amp;lt;2014-01-21 Tue&amp;gt; :mechanics :revamp:&lt;br /&gt;
Our monolithic flight system is actually pretty nonsensical and&lt;br /&gt;
should be separated out into different functionality. This thought&lt;br /&gt;
came from another of Agun's complaints (about levitator not granting&lt;br /&gt;
a boost to flight). The game currently uses one skill to govern all&lt;br /&gt;
forms of flight. However different flight mechanisms require&lt;br /&gt;
profficiency in completely different fields. For example, magically&lt;br /&gt;
directed wingless flight doesn't require knowledge of wind drafts,&lt;br /&gt;
how to rise with thermals, how to take advantage of slipstreams,&lt;br /&gt;
etc. On the other hand, even though dragon flight is partially&lt;br /&gt;
magical, they will use skills involved in muscle manipulation that a&lt;br /&gt;
bezhuldaar has no need of. So, the flight skill should really be&lt;br /&gt;
turned into several different skills that affect different forms of&lt;br /&gt;
flight, or use a wider range of skills (I.E somatesthesia might&lt;br /&gt;
control how well a faerie can flap hir wings; or willpower might&lt;br /&gt;
affect a Bezhuldaar's ability to direct its levitory).&lt;br /&gt;
&lt;br /&gt;
== * Arborlon descriptions &amp;lt;2014-01-21 Tue&amp;gt; :new :areas:&lt;br /&gt;
Previously I've been trying to make the room descriptions in the&lt;br /&gt;
Arborlon revamp really descriptive. Too descriptive, I've decided&lt;br /&gt;
after some thought and reading some articles on area&lt;br /&gt;
creation. Instead of trying to be really flowery, room descriptions&lt;br /&gt;
should have a single sentence for each sense. This should be enough&lt;br /&gt;
to be fairly descriptive, and make the rooms accessible to&lt;br /&gt;
blind/deaf/anosmic players. The room summaries should also have&lt;br /&gt;
different values for different senses, so that you can for example&lt;br /&gt;
explore while blind while still getting an idea of where you are from&lt;br /&gt;
your hearing. A system of sensory acuity traits could be used here to&lt;br /&gt;
determine how much information each sense would contribute. For&lt;br /&gt;
example, a player with low hearing acuity might be able to only get&lt;br /&gt;
the auditory room summery but not the auditory description elements;&lt;br /&gt;
or be able to see the latter but not see the auditory elements of the&lt;br /&gt;
individual element's description. The idea is to make Arborlon's&lt;br /&gt;
descriptions offer complex multi-sensory descriptions, rather than&lt;br /&gt;
just really flowery visual ones which nobody will appreciate while&lt;br /&gt;
slaughtering everything with brief depiction on anyway.&lt;br /&gt;
&lt;br /&gt;
== * room generation simplification :new :utility:&lt;br /&gt;
Write a python script to make writing rooms less tedious. Currently&lt;br /&gt;
the bulk of room code is the really lengthy map feature function&lt;br /&gt;
names and the abstract item nested descriptor structure. Instead of&lt;br /&gt;
dealing with all that, the room generation script should ask for&lt;br /&gt;
abstract item identities, long descriptions, summaries, day/night,&lt;br /&gt;
and flags for the different senses, in a dialogue format. After&lt;br /&gt;
everything is entered, the script generates the room code with&lt;br /&gt;
correct descriptor nesting and indentation (because indenting&lt;br /&gt;
descriptors past the second level becomes a big hassle to deal&lt;br /&gt;
with). I should probably write this script before I get back to&lt;br /&gt;
Arborlon, to make it less dull and tedious to work on (the idea here&lt;br /&gt;
is to focus on the content when creating an area, rather than the&lt;br /&gt;
code itself).&lt;/div&gt;</summary>
		<author><name>Valdemor</name></author>	</entry>

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