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Fireplaces and Firefighting
I hope this little update finds you well on this fine Monday. Last week I sat down with one of our programmers, Arvid, to talk about the work the team is doing to make Book of Travels a little better every day, as well as how your valued feedback reaches them. Now, for anyone who is wondering what Arvid does Ill make a quick introduction. He is in charge of the user interface (UI) and player interactions. The UI is incredibly important since its pretty much the visual language through which you, the player, engage with the game. Just like Im sure youve experienced yourselves, I have been turned off from otherwise interesting games because of their UIs being too complex, too cluttered or even visually unpleasing so its definitely one of those things that absolutely needs to be just right, and even though I personally think Arvids done an excellent job with Book of Travels UI so far its still an ongoing process. And as previously stated he works a lot with making player interactions smoother and more efficient. An example of this was how he made lighting a fireplace better since its inception. Previously it worked like this: you clicked on the ground to spawn the fireplace, and your character had a little fireplace construction animation. However, the actual fireplace started to form after this animation during which your character would just be stuck in a standing position. When the fireplace was put where you wanted it, you had to click on it again to light it on fire, which had its own little animation. Arvid made it so that putting up the fireplace and lighting it was fused into one player command rather than two. So that is one example of the work he is focused on.
Screenshot captured by: Con
Speaking of fireplaces, after launch we discovered that some players was using them to grief other players. Since we didnt want Travellers to be able to stand in the fire, they were made into solid objects that you cant walk over. This fact was abused to essentially trap others in corners and against walls. That is an example of how the community made us aware of a problem we didnt foresee, and we made sure to fix that as soon as possible. Right now, you can walk right over it but Arvid told me that they plan on making it so that you take damage if you for some reason would willingly stand still in the fire. And as were on the subject of player feedback making its way to our team, I thought Id take the opportunity to clear up how that process works. Ive had some of our more dedicated members of our community approach me with concerns about it. Doesnt the more critical feedback get buried in less urgent issues? Is the latest piece of feedback the one to get looked at last in the pile? The short answer is no. Were always primarily looking for good feedback, so if someone reports an issue that is completely detrimental to the experience, whatever that may look like, and provides us with lots of useful information on how this issue occurs we will look at that before smaller problems. Our QA department is in charge of going through all feedback we receive. They look at an issue, try to replicate that issue with the information they get in the bug report, and then they pass it on to our programmers, who in turn start working on fixing that problem. One might also ask questions like Ive reported bugs X and Y weeks ago, why arent they fixed by now and the answer is that not all of our programmers are specialised in every field. Arvid, for instance, would be the one to look at bugs related to the UI, whereas a combat bug would go to someone else. In other words, we dont often have large groups of programmers working on the same thing. Furthermore, some problems take longer to solve for various reasons. So dont worry, we are hearing you and were working tirelessly to optimise, bug fix and otherwise make Book of Travels better and better. It just takes time. If youve managed to get to the end of this post, I thank you for your attention and I hope I could provide some clarity to what our work flow looks like in regards to your feedback. Until next time!
Oliver & the team at Might and Delight https://store.steampowered.com/app/1152340/Book_of_Travels/
Sign up on our mailing list for news about our game at www.TMORPG.com.
When you play Book of Travels there is no linear questline, instead every player will have their own journey and stories to tell. Find out more about how our game design works to make your journey unlike any other...
Book of Travels is now available in Early Access on Steam. In Chapter Zero parts of the Braided Shore will be open, and among the places to visit is the gem of the region the city of Kasa. Read more here.
Join our super friendly Discord to exchange ideas on all things Book of Travels as well as art, games and books. Join here.
[ 2021-11-16 17:30:29 CET ] [ Original post ]
Dear Traveller,
I hope this little update finds you well on this fine Monday. Last week I sat down with one of our programmers, Arvid, to talk about the work the team is doing to make Book of Travels a little better every day, as well as how your valued feedback reaches them. Now, for anyone who is wondering what Arvid does Ill make a quick introduction. He is in charge of the user interface (UI) and player interactions. The UI is incredibly important since its pretty much the visual language through which you, the player, engage with the game. Just like Im sure youve experienced yourselves, I have been turned off from otherwise interesting games because of their UIs being too complex, too cluttered or even visually unpleasing so its definitely one of those things that absolutely needs to be just right, and even though I personally think Arvids done an excellent job with Book of Travels UI so far its still an ongoing process. And as previously stated he works a lot with making player interactions smoother and more efficient. An example of this was how he made lighting a fireplace better since its inception. Previously it worked like this: you clicked on the ground to spawn the fireplace, and your character had a little fireplace construction animation. However, the actual fireplace started to form after this animation during which your character would just be stuck in a standing position. When the fireplace was put where you wanted it, you had to click on it again to light it on fire, which had its own little animation. Arvid made it so that putting up the fireplace and lighting it was fused into one player command rather than two. So that is one example of the work he is focused on.
Screenshot captured by: Con
Sometimes you need to do some firefighting
Speaking of fireplaces, after launch we discovered that some players was using them to grief other players. Since we didnt want Travellers to be able to stand in the fire, they were made into solid objects that you cant walk over. This fact was abused to essentially trap others in corners and against walls. That is an example of how the community made us aware of a problem we didnt foresee, and we made sure to fix that as soon as possible. Right now, you can walk right over it but Arvid told me that they plan on making it so that you take damage if you for some reason would willingly stand still in the fire. And as were on the subject of player feedback making its way to our team, I thought Id take the opportunity to clear up how that process works. Ive had some of our more dedicated members of our community approach me with concerns about it. Doesnt the more critical feedback get buried in less urgent issues? Is the latest piece of feedback the one to get looked at last in the pile? The short answer is no. Were always primarily looking for good feedback, so if someone reports an issue that is completely detrimental to the experience, whatever that may look like, and provides us with lots of useful information on how this issue occurs we will look at that before smaller problems. Our QA department is in charge of going through all feedback we receive. They look at an issue, try to replicate that issue with the information they get in the bug report, and then they pass it on to our programmers, who in turn start working on fixing that problem. One might also ask questions like Ive reported bugs X and Y weeks ago, why arent they fixed by now and the answer is that not all of our programmers are specialised in every field. Arvid, for instance, would be the one to look at bugs related to the UI, whereas a combat bug would go to someone else. In other words, we dont often have large groups of programmers working on the same thing. Furthermore, some problems take longer to solve for various reasons. So dont worry, we are hearing you and were working tirelessly to optimise, bug fix and otherwise make Book of Travels better and better. It just takes time. If youve managed to get to the end of this post, I thank you for your attention and I hope I could provide some clarity to what our work flow looks like in regards to your feedback. Until next time!
Best wishes,
Oliver & the team at Might and Delight https://store.steampowered.com/app/1152340/Book_of_Travels/
Help us bring Braided Shore to life!
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Unique Stories
When you play Book of Travels there is no linear questline, instead every player will have their own journey and stories to tell. Find out more about how our game design works to make your journey unlike any other...
Revealing the Early Access World
Book of Travels is now available in Early Access on Steam. In Chapter Zero parts of the Braided Shore will be open, and among the places to visit is the gem of the region the city of Kasa. Read more here.
Join our Discord
Join our super friendly Discord to exchange ideas on all things Book of Travels as well as art, games and books. Join here.
[ 2021-11-16 17:30:29 CET ] [ Original post ]
Book of Travels
Might and Delight
Developer
Might and Delight
Publisher
2021-10-11
Release
Game News Posts:
136
🎹🖱️Keyboard + Mouse
Very Positive
(1422 reviews)
Public Linux Depots:
- Book of Travels Linux 64bit [5.82 G]
Join The Book of Travels and become a part of a unique social roleplaying experience that doesn’t hold your hand. Inspired by genre classics, this is a serene adventure that sets you adrift in a fairytale world... but it’s also an invitation to roleplay without the restraints of linear missions and plotlines. Feel at liberty to travel the free wilds and vivid cities of the Braided Shore peninsula. Wander deep into the layers of this hand-drawn world, stumble upon its hidden places or unravel one of its many mysteries. There is no overarching goal, no real beginning or end, but for mortal characters the stakes can be high.
Braided Shore is a vast and intricate world, but meetings with other players are few and far between so your chance encounters will be something special. Choose to collaborate together or to survive alone, either way, you’ll be part of the birth of an exciting new online community, one where many stories will be told.
But take note: This is a game for wayfinders and wanderers and it won’t plan out your route. Instead it will trust you to to play in your own style and to shape your own journey. Whichever way you choose to travel, you’ll soon be adding your own chapters to the Book of Travels.
- Authentic roleplaying and individual playstyles
Pick one of 20+ Forms in a detailed character creation sheet that focuses on personality and identity rather than stats and classes. The game allows you to play in a style that matches your character and to set your own personal goals. Are you a danger-seeking adventurer, a stoic practitioner of magic binding, or a carefree tea drinking gambler? - Boundless narrative that won’t hold your hand
Your travels will present you with countless randomly occurring events making your story unique, and each session different from the last. Peel back the layers of diverse plotlines and discover an immensely deep fairytale world. - TMO - Tiny Multiplayer Online
Other players are few, but your paths will cross - it’s up to you to choose to travel together or go it alone. Find vehicles to reach far flung places or just amble through woods together. The absence of guilds and social structures makes your temporary fellowships unique and memorable. - A beautiful world of uncertainty
An intricate and unique world that draws inspiration from old-world fairytales, Eastern mythologies and early industrial eras. Tons of intricate events chains that unlock items, characters, deep world secrets, and hidden gameplay features and tricks. - Communicate using symbols
Learn to use a unique set of symbols to communicate with other players. Unlock new symbols as you encounter new features and places (e.g. you’ll gain the symbol for “city” only after you’ve visited a city). The limitation in communication lays the foundation for a rich and friendly multiplayer experience. - Innovative RPG systems
Define your character by unlocking and mastering 300+ abilities, magical skills and passive feats that will have a huge impact on your character and open up different experiences of the game. Gain experience in numerous ways: by exploring, being courteous, gathering and trading. Battles can be rewarding, but you will learn more in defeat than in victory. - The world is a hand painted diorama
Experience a unique game view perspective ‘painted’ in a richly detailed artstyle. Click to walk like old school RPGs but in scenes with 3-dimensional depth. - Commiting to the world - together
Might and Delight studio is fully committed to making this online world grow and live for a long long time - together with you. Much like a dungeon master we will hint about new mysterious scenarios, but it will be up to you, the players, to let us know what we should explore next. Additionally, we’ll add new levels, constantly making the vast world even bigger, adding new playable characters and of course thousands of storylines and events. Stories will change and evolve and eras of new narratives will follow.
MINIMAL SETUP
- OS: Ubuntu 12.04
- Processor: Intel Core 2 Duo 2.4 GHz. AMD Athlon X2 2.8 GHz or betterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA Geforce GTX 660. ATI Radeon HD 2xxxNetwork: Broadband Internet connection
- Storage: 2 GB available space
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