User Stories - Pinacolada64/NOW GitHub Wiki

This is the area to post user stories. This summarizes what your expected experience might be like and we'll do our best to develop it.

User stories define what has to be built and are prioritized by you to indicate which are most important for NOW and will be broken down into tasks and estimated by the developer team.

When user stories are about to be implemented, the team should have the ability to talk to you about it. Sometimes the short stories are difficult to interpret, may require some background knowledge or the requirements may have changed since the story was written.

Every user story must at some point have one or more acceptance tests, allowing the team to test when the user story is done and also allowing you to validate it. Without a precise formulation of the requirements, prolonged nonconstructive arguments may arise when the product is to be delivered.

Feel free to add your story in an existing or new category role to this wiki page using the format similar to the ones below. Try to use an applicable user story format to begin an informal and iterative version of this process.

TESTING

IMPLEMENTING

PLANNED

DRAFTING BOARD G-DRIVE FILE

General

Better Error Message Handling

I would like to see output from the command regarding what it is about to do next with the input I provided.

Design A command should get parsed before it initially runs to see if there are any errors with how the command and/or it parameters are being used. This is in order to provide better detail to the user of what they need to do to actually get it right. When a command is run, if there is an error or command doesn't function properly it will provide either a Python error, or no message at all. Neither of these are particularly helpful, the latter is worse because there is no indicator of success or failure and what did succeed. In development stage, a mock-up of the command is especially beneficial so that feedback on possible implementation strategies can be given immediately.

Builder

Easy Reordering

I'd like to reorder the exits easily without having to recreate them.

Implementation Currently, The room's display of visible exits re-order themselves dynamically according to a global sorting order. The global default sorting order for exits is an ordered list: ['north', 'south', 'east', 'west', 'northeast', 'northwest', 'southeast', 'southwest'] "How (what employed mechanism) would you re-order exits?" and what is the priority?


Better tools for creating simple exits

I would make productive use of commands like @dig and @tun that create simple exits as the default instead of "exit" objects, or perhaps combine the commands, but allow the choice by a command switch. Optionally a command to convert exits to simple exits that would also provide a solution.

VerificationReady for verification testing. For help, see in-game help.

Player

Isn't There is an Easier Way?

As an everyday player it would be nice if I can use some sort of line editor instead of the default desc ... from telnet / clients?

MaintenanceUse of an inline editor requires the player learn more commands than simply sending the description in one single command. What you're asking for is not an easier way, but a more powerful way. The everyday user probably doesn't understand how to use a vi-like text editor, but to access this, use the command and switch: desc/edit that Rulan has tested, instead of simply using desc. Be careful not to enter desc /edit which will immediately set your description to the text: /edit, erasing any current description. There are no equal signs or quotes needed, however, there is a markup for colors, styles and whitespace that you should know if you want to add them. As a builder level, there is more advanced markup that uses nested inline functions for scripting dynamic display.


Character

What Happened When I Entered NOW...

I awoke from, I am not sure what was it something bad I ate, or an accident, my body seemingly non-moving but my mind pacing :ghost:. Where was I grey clouds everywhere, moisture in the air, I could see a vial in front of my hands or was it just in reach. could this of caused me the trouble. No the vial was full, on it were the words "Drink Me". Alice in Wonderland, could this be it, its far too foggy to tell. Nonetheless I had no strength to left in my body, was drinking the only option I had.

My sense of smell sniffed at the bottle. Yes, it had a faint familiar scent, but the words weren't coming to me. I think I recalled something about bitter, always avoid bitter things -- nature's way of telling you it's poisonous. A sip could do no harm, I was sure, so I moved what I could and seem to take the container and its contents and licked it. Again there was a familiar taste: somewhat sweet, somewhat salty. "No, that isn't bitter," I thought. This should be safe enough. My body could do not much else, so I imbibed the contents.

At half-way through the vial I stopped, it's as if I had a full course meal as well as drink and now the conversations were starting. "What are you? animal, vegetable, mineral..." What an odd question to be asked, since I am thinking there is no way I could be the latter two. "I am animal; can't you tell?" I answered my host. "Oh really, well what kind of animal are you?" I never thought of that. Was I anything in particular, could I be anything? What an infinite set of options I could use to answer....

I decided what my answer was, and slowly the fog began to disappear and my body began to lift. The fog dissolved... well sort of, but I could feel vitality seem to return my body could finally could fully control my self and I felt a bit of energy surge at the moment. I stood up and looked around, no mirrors, just clouds and voices but I felt I was now in my own body.

Nonetheless, the vial still appeared half-full, as if to remind me if I made a mistake I still had one more chance to correct it.

RequirementsUse of a potion to set the species is functional now - the potion exists and is usually found in The Grande Shoppe, but it's possible it can be summoned or delivered to you by NPC, or found waiting when you enter the entry room for NOW realm. Much of the world interactions are going to be designed to be done by using objects, not commands, while commands will still be the mainstay of the Past realm. Play by pose enables you to trigger command-like responses from the world and objects within it while expressing your story narrative with your own poses instead of relying on default or pre-made response messages. These features are still in the planning stages and are slowly being implemented. To isolate you from the changes taking place in the NOW sections, it is recommended that until development is complete, you use the command-based action paradigm in a safe area of the Past.