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Bitiverse devlog — a 1-bit persistent browser MMO I build on my own

A topic by Bitiverse-game created 57 days ago Views: 161 Replies: 1
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I am one person building Bitiverse, a persistent 1-bit MMO that runs in a browser. I am going to keep this thread updated as I go, so this first post is where things stand and what I have been chewing on.

This month's problem: guilds that actually decide things.

Guilds in most games are a chat channel with a bank attached. I wanted decisions to have weight without turning the game into paperwork, so guilds now have a council. Any member can call a vote: a rule, a project, a spend, a seat, a poll, or a recall of the leader.

Two design choices I went back and forth on for a while.

Quorum counts people who have actually been around. It is 55% of members seen in the last fourteen days, not 55% of everyone who ever joined. A guild that has quietly emptied out should still be able to make decisions, and a dead roster should not be able to block the living one.

A passed vote lapses if the leader does not seal it within seven days. Passing something is not the same as it happening, and I would rather a stalling leader lose the vote than get to sit on it forever. Recall exists for the same reason: a guild can hand itself to whoever was actually paying attention.

What went wrong, since that is the more useful half of a devlog.

Guild ranks carry ten permission bits, and "may take from the vault" and "may open the officers' chests" were the same bit. Any leader who let every rank take from the vault had also, without knowing, handed every rank the officers' chests. That is the kind of bug you do not find yourself, because you already know what you meant. A player found it. Separating the bits took a migration, which was the fiddly part.

Also this week: shop racks now group by what an item is rather than where it landed, the chat caret finally goes where you point it, and a fallen hero's gear ends up in the right rack instead of the pantry.

Where the reports come from.

A player called reverie sent me fifteen bug reports in a week and all fifteen are fixed. That is most of my testing effort, from one person, which is a slightly uncomfortable thing to admit in public. It is also why I would rather talk to players than advertise at them.

Next: the homestead dungeon. You dig one under your own estate, haul the spoil out, and hire heroes to go down into it, because you are the landlord rather than the adventurer. Depth beyond the first floor is the part I am still working out.

If you want to poke at it, it runs in a browser with no download and guest play, and I would genuinely rather have testers than players right now: https://fortisq.itch.io/bitiverse

I will post progress here as it happens. Tell me what falls over and I will write about fixing it.

Since the last note: the bonesetters opened their house of healing. Take the recruiter's first patient as a joining test, then work daily house calls - treat the sick in a card duel, where steady hand buys an extra card, field dressing heals a quarter of a life, and a calming draught stops a malady's next move. The apothecary brews a remedy from the day's two herbs at the still.

Testers wanted: take a shift at the house of healing and tell me where it falls over. I build this on my own, free in your browser, nothing to download.

https://fortisq.itch.io/bitiverse