Thursday, October 11, 2007
Mmm, more spreadsheets!
I got the 70-80 tradeskill writs finished and checked in by the end of Tuesday (though, inevitably, I'm sure QA will turn up some bugs). My bug list is now up to 186 items. I don't know what's a normal number so I don't know if this is good or bad. Lyndro mentioned at our meeting on Monday that he had over 200 though, so I'm hoping this is normal. When I skim over them they mostly seem to be fairly minor issues -- still need doing of course, but can be done later, after the actual new content stuff is put in. That needs to be finished up first, before tackling smaller bugs. Of course, if the recipes had taken as short a time as I'd expected they'd take, I would have all the new content in by now and could be bug fixing ... but alas. Next expansion I'll be able to plan much better I hope, with a more realistic understanding of what will be the long and painful parts!
Yesterday Brasse from www.thebrasse.com spent the day with us, talking to everyone she could, and madly making notes for a few articles on Kunark that she's writing. She came out to our dev team lunch with us and we talked briefly about tradeskills, though there's so much in the Kunark expansion that my little section will be only a tiny part of the big picture!
Today (and yesterday's) I'm back to staring at spreadsheet, this time for the tradeskill reaction arts revamp. Tradeskill arts are actually spells, same as adventurer spells, at least as far as the back end is concerned. Being focused on tradeskills, I really haven't had any cause to look at spells yet, and they are very, very complex beasts indeed. Scary, I would even say. I decided to lay out the new tradeskill arts in a spreadsheet form and write a perl script to spit it out into the individual files. This would be the first perl script I've written entirely from scratch, rather than modifying an existing one, and it's taken me a while to get my head around it and figure out how I need to lay out the spreadsheet, not to mention the perl script.
Zoltaroth, one of those amazing guys on the coding team, is just a whiz at perl and seems to be able to make it do the most complex things with complete ease; he helped me out a lot when I started, and needed to pull out a lot of data to document various things and do bulk changes like the harvest drop rates. However, the coding folks are all quite busy now with lots of last minute code requests and urgent fixes, and now I'm a bit more familiar with our file layout it's time for me to quit being a newbie and start doing these things for myself. Still, I can't help but be painfully aware as I stare at the script, that it would probably take Zoltaroth 15 minutes to do what's taking me a day to figure out. But I wouldn't learn anything that way, and next time I'll be faster (I hope). That's what I keep telling myself anyway!
Fyreflyte is off sick today, and wasn't looking so hot yesterday either - he didn't get in till afternoon, and when he did arrive, he deposited a HUGE pile of cough drops, throat lozenges, decongestants, and I don't know what else beside his desk. He says he's been eating vitamin C like it's candy, but he was still getting a sore throat and by late afternoon was sneezing too. I'm a little worried I'm going to catch it next. Our office isn't that big, and I'm sure there's no way I could have avoided the germs in this small space. Archonix has been off sick this week too and I've heard several others sniffling and sneezing -- seems the black plague has picked just the wrong time to strike. I stopped by the supermarket on my way home earlier this week and picked up a couple cartons of fresh squeezed orange juice, some oranges, and some multivitamins -- here's hoping I escape it. I hear yet more coughing coming from someone down the hall as I write this though, so I don't know how good the chances are. Go go immune system...
We had another playtest at lunch today, most folks were running around Kylong Plains but I and a group returned to Shard of Fear as we did last week to revisit it after the latest round of changes. There have been a lot of changes just since last week, and on the whole it's much improved, though we still found a few bugs and a few things confusing. It's surprising to me to see how much a zone like this changes before it goes live. When we did the first playtest (or at least, the first one I participated in) 3-4 weeks ago it was totally different - visually it was pretty much the same, but the monsters' behaviour, the questgivers, the quests themselves, all totally different. Last week there were no quests at all but the monsters behaved differently and in many cases were different, and this week the mobs had changed again and we had a new series of quests. I guess planning out quests and concepts for a zone like that are all very well as a starting point, but the true experience isn't appreciated till you play through it and see how it really feels. I guess before I worked here I knew the devs did playtest zones, but I didn't realize how much, nor how large the changes could be as a result. It's interesting to watch. Though I'm also developing more of an understanding of why some of the devs tend to be more casual in playstyle. After running through that zone over and over and thinking about it and discussing it and writing copious feedback from a testing perspective, I'm having a hard time looking forward to playing it again on my play account characters -- it's going to be very reminiscent of work, rather than play!
I don't know how it got to be Thursday already; in fact I'm not sure how it got to be October. But, time to head home now and see if I can sneak up on the cat. With luck I can get some more done on the reaction arts spreadsheets from home, and be ready to try importing them with my new script on Friday.




