Mycena Cave Adventure System
Get Excited!
I’m excited to announce that our closed beta is coming to a… well, a close! This means a few things: that we are no longer looking for new beta testers, that it has progressed by a staggering degree to the point where we’re almost ready to call it a finished MVP, and most excitingly, that we’re working hard on our last few tasks before we can begin the open beta! With so much work behind us, I thought it might be fun to look at some of how adventuring has changed. We hope you’ll be as excited as we are! Builder Interface
You may remember the sneak peek we posted to whet your appetites to what was coming — while the event consisted of people experiencing an adventure, it was really the initial alpha release of a full-blown system in which people could create their own adventures that others could then play through. Here’s a few screenshots of how things have improved:
Some of the differences are subtle, but it’s a lot easier to use, and more flexible. There are also a number of new tools built into the builder to help you keep track of your adventure and ensure that it’s correct and consistent. Adventurer Interface
The adventuring interface hasn’t changed a whole lot, but there are a few notable differences between what it is now and what it was. The most noticeable of which is that die rolls are explicitly shown whenever they are rolled, as well as generally more information being displayed in status messages (current HP if altered, etc.).
Adventure Mechanics
Oh man, here’s where the real gems are, and there’s far too many things to talk about them all here. An enormous focus has been put on system flexibility, giving as many tools to worldbuilders as possible to empower them to construct the mechanics they want to. These aren’t as conducive to screenshots and are difficult to list without a lot more context on how limited the original release was, but some of the highlights are:
Still a few things to do
There’s a number of things still on the to-do list to implement, including things like passing adventure items between players, expanding the options for armor, having a correctness-verifier to make sure your adventure doesn’t have any obvious mistakes in it, and so on. Still a few things to plan
One thing that struck us during the beta was how easy it was to get lost in the weeds. Putting together a small adventure isn’t terribly difficult, but it’s very hard to resist the seductive call to start planning out your 50-piece magnum opus with custom mechanics for everything under the sun, only to find that after doing the first 90% you then had to do the next 90% and a third 90%, and suddenly realize that really you’re still only about a fifth of the way there and please check back in six months. It’s far more difficult to say “I have all these great ideas that I won’t do today”, to point at an adventure, say “this is finished now” and click ‘publish’. To that end, we’re working on a very hands-on guided introduction to it for when we launch the open beta. Back in February I quipped that this is the largest and most complex feature we’ve added to Mycena Cave since… well, quite literally ever, actually.glitch Since then, it has grown by an enormous degree: it turns out that making something more complex while simultaneously making it easier to use is a rather difficult task. To give you an idea of the insane task foisted upon our beta worldbuilders, back in February this thing was less of an Adventure Builder and more of a Quest-For-The-Icy-Soul Builder — amusingly, this was one of the hardest things to communicate to the beta testers at the beginning of the program, leading to questions like “you can add 1 to a number, but can’t subtract 1?” having answers like “I didn’t need to subtract anything in QftIS”. Making the Quest for the Icy Soul was easy in comparison: if I needed a new feature I’d code it up, but you can’t do that in a general builder: the Worldbuilders didn’t just need to think about what mechanics you’d need in an adventure, they quite literally had to think about what mechanics you’d need in order to build whatever mechanics someone else might need. It’s a shockingly difficult question to answer, and is to a large degree why this update has been months in the making. If you can’t tell from the tone of this post, I am incredibly excited to bring you this update. I don’t yet have a final date for when the open beta will begin, but I hope this post gives you an idea of how close we are OuO
Posted 11/13/18, edited 11/13/18
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I am excited you’re excited =D I agree with ScienceGal8, I’ve never seen anything quite like the Adventure system and this could easily be the distinctive thing (on top of amazing Artstyle and current events) that’s the gem that sets MC apart from other pet sites =) Well done everyone on the hard work behind the scenes!
Posted 11/13/18
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Aaah! This is so exciting!! I don’t know if I expressed at any part of this how incredibly excited I am to be getting a feature like this. I only wish I had been a part of the beta, but hopefully I’ll have many chances to participate once it’s released. Like others said, this feature truly feels unique compared to so many other sites, and I can’t wait to see it fully in action!
Posted 11/13/18
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OMG! I loved Quest for the Icy Soul and the entire idea behind the adventure system, I’m super happy to see that’s it’s made progress! I feel like, even without knowing all of the details behind what’s changed, there’s been enormous progress in a relatively short amount of time! Thanks to everyone who’s developing and testing for all your hard work.
Posted 11/13/18
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I figured I’d pop in and showcase another recent update :) Those of you who participated in the Quest for the Icy Soul probably remember some annoyance caused by the inability to discard or give adventure items to other adventurers in your thread. “Sure,” your character might have said, “you’re at Death’s door and I have three healing potions but no you can’t have one because they’re mine, nyaaaah!” The reason for this constraint was primarily a user-interface issue: if you had four adventurers and were holding three items, that’s 16 commands in the command dropdown just for item management, crowding everything important out of the way. Gross! The new adventure system has resolved this issue:
Posted 11/21/18, edited 11/21/18
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LiveSky you can still peek at the old adventure threads if you want to get a feel for the basic idea :)
Posted 11/21/18
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glitch
Posted 11/21/18
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