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.

IMAGE(http://www.bluebottlegames.com/img/screenshots/screenshot-2013-05-31.png) Feeling lucky?

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!


bobusdoleus's picture

While on the topic of discussing skills...

Have you considered making Lockpicking automatically start you with a lockpick, in addition to being craftable? It's pretty easy to craft and lasts you forever, so like... why not?

dcfedor's picture

Because P. Kindred didn't climb into the cryo tank with a set of lockpicks in his hospital gown :)

Dan Fedor - Founder, Blue Bottle Games

XxTechnoguyxX's picture

Funny thing about that hospital gown, I never use it. When the game starts I just destroy it. Why exactly do you start wearing a hospital gown when you emerge from long term cryo? It seems like it would be more of a liability that an asset when freezing someone. You should probably make it findable in the facility at the start rather than have the player wearing it. Just a thought. :)

--A loyal scavenger,

dcfedor's picture

That's a good point. I've made a note to self, in case I find myself editing that encounter soon. I may need to review quite a few encounters once new items start appearing. Some encounter options might need updating for the new items, and that might be a good time to sanity check the opening encounter.

Dan Fedor - Founder, Blue Bottle Games

Ephemera's picture

I've done a bit of promoting inside my friend group and some on facebook, plan on picking up a couple extra copies for them later this week. Should help with that UPS! I know how painful power failures can be, had some major issues with live server corruption after one because we didn't spring for backup.

Hope you enjoyed your vacation!

dcfedor's picture

Thanks for the plug, Ephemera! Word of mouth is a big help these days. Ads are too impersonal :)

And vacation was grand, thanks!

Dan Fedor - Founder, Blue Bottle Games