A lot less than I used to be when I was a Content Designer or modding, that section of my brain has been taken over by C++ since I changed roles.A few questions for the Content Designers (and anyone else who has done that job before but now is working on something else):
- How "fluent" are you in the scripting language for the game(s) you work on? Do you rarely -- if ever -- reference e.g. lists of existing scopes or existing script (unless you want to make sure that something matches something else to a great extent), or is it something you do semi-frequently or even daily?
I would constantly have the wiki, or in newer games the script doc console command output, open to be able to check for different triggers or effects as remembering all of them is wayyyy to hard lol
Depending on the thing I would usually blot out by hand on paper the rough flowchart of the system, so if you start something in CK2 by a decision to interact with China that would be the start and then branch and converge chains of events where necessary plus random pools along the way for random events.- What is your usual approach to working on something after a task has been assigned to you, particularly after you've gotten any necessary research out of the way?
Then I would make the base flow of the system putting in a dummy event when it was something I would want to get back to later. Usually I did most of the script before adding any text to it. Of course then you test it and improve it until committing it into the main branch and waiting to fix any bugs that QA finds.
Finding sources for research I found tedious, if it wasn't on wikipedia then having to deep dive through google to find the right bit of information about a location and time period could be rather challenging and fairly time consuming. Oh and doing any form of gfx scripting in CK2's portraits, that stuff has some obscure thought processes and backwards ways of thinking to get it to do what you actually want.- What are your favourite and least favourite things to work on, whether a specific part of the world or a specific set of files (events/decisions/etc.)?
Working on interactions that bring life to the characters or countries involved was always fun, the role play is one of the reasons I love CK2 and the ability to create emergent stories and providing the frameworks for those things.
Having something pop up on reddit is also always satisfying, a joke internally is that the Content Design KPI is measured by how many upvotes you can get for something divided by how memey it is. A couple of my contributions to Jade Dragon got up on reddit and that was always awesome to see
In Jade Dragon we expanded the Monks and Mystics Smith system and I also added some fixes to it, said fixes and new things turned out to in fact cause other bugs. One of the random events that could happen was your smith teaching your child how to wield a hammer and be in the forge to gain the brawny trait, except I forgot to add an age check... so the smith could teach your 1 year old child how to do all that and make them super strong. Someone after me then fixed that, and then someone else fixed it, and then another... Until finally the team actually for reals fixed it for reals over a year after I had made the bug and left the team- What was the most memorable bug (whether discovered internally or after something was released to the public) that you either caused or fixed?
Tough one, a lot of stuff in the entire development process people make assumptions about how it works or wild claims with no evidence. But that is not too specific to the role- What is something you think the average person playing your game(s) don't understand well about the work you do?