Fate's Developer Journal

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

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