Sun, 23 Nov 2014 22:10:34

Ask: Any chance on making the tabs to external sites(i.e. >Forum >Radio >FAQ) open in new tabs? It's annoying to either right click to open in a new tab or dragging towards the top of the browser to do the same.

Yeah we can probably do this for v2 at the very least. I imagine it could be sorted out on live with a minimum of fuss too. I’m personally so used to right clicking and using open in new tab that it’s practically a reflex, which is why it didn’t occur to me :v


Sun, 23 Nov 2014 22:09:15

Ask: For the dungeons, will a shortcut button be implemented? Like if I wanted to go up instead of constantly clicking the up arrow I just press the up arrow on my keyboard. And instead of clicking the "==>" in some of the messages I could just press Enter?

These are probably entirely possible but my knowledge of web programming is very “what I needed to know at the time” so I’ll have to bug sho about it.


Sun, 23 Nov 2014 13:29:22

Text Post: Three points of interest:

One, rewards.php now allocates gel viscosity properly, so if that was a problem for you you should go use it again.

Two, I’ll get to the anon questions in a bit once this announcement has been up a while

Three, we apparently hit 1000 followers on this blog, which is kinda cool!


Sun, 23 Nov 2014 01:06:25

Ask: I'm usually playing on my phone, too and while the dungeon interface is kind of shitty, it isn't impossible. At least it seems to be working for me?

The original method by which dungeons were rendered was literally just sticking a bunch of images in place on the screen. Sho probably improved on it but I’m hoping building it up the “right” way from the start will fix any lingering issues. Thanks for the data though, it’s handy to know it’s not just a universal thing.


Sat, 22 Nov 2014 23:01:54

Ask: I normally play overseer on my phone, it works really well! Exept the dungeon crawling, it is impossible to navegate the dungeons in a mobile version... Is there anything planned for mobile? (Ps: i love your work)

I’ll have to poke Sho about this one! He did up the current mobile version (I think he even did some cool special stuff for it) but the dungeon thing was kind of a mess. We’ll see if we can get that straightened out for v2.


Sat, 22 Nov 2014 23:00:06

Ask: I was wondering how v2 was coming and how long it will take to be up and running. Also I wanted to say that I love the overseer project and say thanks to everyone who creates and maintains it.

Answered about v2 already, but wanted to post this as general appreciation to everyone who sends these sorts of messages in. I know it makes me feel good about what we’re doing and I can pretty reasonably make the same assumption for everyone else on the dev team!


Sat, 22 Nov 2014 22:58:00

Ask: Oh my gosh nevermind about the last question (the one where they were asking if there was a way to get the stuff back) I admittedly hadn't read much of the recent answers. A new question, though. How exactly do we get to that rewards thing, if it's accessible like that.

visit www.theoverseerproject.com/rewards.php on the character and you should be able to grant yourself stuff.


Sat, 22 Nov 2014 22:57:26

Ask: almost december... progress update?

From me (Overseer): Most of the old abilities are implemented. Fraymotifs up to tier II are online. The basic strife mechanisms appear to be functioning. This hasn’t been going quite as fast as I’d have liked though.

From others: It’s around exam season, which has been hitting most developers. (I’ve graduated from a Bachelor’s degree and am seeking employment so this does not PARTICULARLY slow me down personally). I’ll have a poke around and see how everyone is doing.

On the plus side Sho is now working on the visuals so with any luck regarding that and a couple other initiatives we can begin a quick planned closed alpha/beta early Dec to start stamping out bugs and generally get some dedicated testing done ahead of a full release. Again depending on personal factors around myself and other developers this could speed up or slow down, but at this point I see no reason why we won’t be able to get v2 up and running by at least SOME time in December. I’m tempted to shoot for Christmas, if only so the opening event can be that every new character starts the game with a shiny new Kringlefucker in their house.


Sat, 22 Nov 2014 22:55:58

Ask: Will Zilly items be a thing in OVSR2? Will they need an item that you put in a shunt? Put zilly item in shunt, then base abstractus item (ie, zilly item+hammer=Zillyhoo or zilly item+rifle=zullygun)? Will Zillium Grist be added? And will you actually obtain it by going trickster mode and killing enemies? Also, Trickster mode- will it be a thing?

We would like to do trickster mode simply because WHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE?

If implemented, Zilly weapons will likely be able to be fabricated according to abstratus (i.e. you can alchemize a Zilly weapon of any abstratus by selecting that abstratus, assuming the Zilly weapon has been designed! Aside from the canon ones, they’d be submitted as per usual)

Still not sure how all this stuff will end up panning out (Although Trickster mode will give you zero fatigue and make you invulnerable and all-powerful but the only resource you can earn is Zillium which is only useful for making the Zilly weapons. You don’t even gain rungs!)


Sat, 22 Nov 2014 22:49:34

Ask: Can you add a kool-aid man option for OVSR 1 or 2? Like, as in, during dungeons- I want to kick through walls. If I'm running a dungeon and I discover that two hallways are next to each other, I want to kick through one side and come out the other to ease access.

I will admit to some roletechs being planned to do this. It might be worth considering as a generic roletech for Space and/or Rage, actually. Unlikely to make it available to all Aspects, since it has good design space as spicing up a couple of existing ones as something special they get. Void could very conceivably be able to simply pass through the wall instead. This stuff is pretty low priority though. Probably post-v2 release.

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