Random Skills, Bug Fixes, and Playtesting
This morning, I finished fixing that encounter bug I mentioned, and fired up the game to start a playtest session. As I sat there, trying to decide which skills I should take to simulate a normal player, I was reminded that a few folks have requested a random skill button. It'd save me some time, too, in cases where I need to start several new games in succession with random skills.
So I decided to try putting one together.
It took a bit longer than expected, mainly due to the skill/trait pairs that cannot be selected together (strong/feeble, tough/frail, myopia/eagle eye, etc.). However, I was able to get it working, selected some random skills, and off I went.
I got about 30 minutes into a play session, and only ran across two minor bugs. Then, the power went out. I decided to walk up to the mailbox and mail some NEO Scavenger postcards while I waited, and the power was back by the time I returned.
Briefly, I started shopping for UPS backup systems online again. $200 is a bit pricey on a shoestring budget, but it's getting to the point where it might be worth it. I cringe every time the capacitor whines on my monitor after an outage, and who knows what it's doing to the PC itself. I think I've edged closer to buying it now, but not quite yet.
Once everything was loaded again, I fixed the minor bugs, and started another session. This one lasted much longer. Probably closer to an hour. And best of all? No bugs!
I was pretty shocked. Usually, something comes up that halts the game, and I need to restart. But apart from a few treasures that needed tweaking, nothing went awry. Memory crept up slowly, from ~300MB at game start to a peak of ~380MB, but that's not too bad.
I may wrap up this build and upload it next week, since it seems pretty stable. There was one other thing I noticed that needs fixing (fire degrading issues again), but otherwise, it seems safe to launch.
Hope everyone has a good weekend, and see you Monday!