Fishies 0.8.8
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@ -8,11 +8,12 @@ Chat lives in the bottom-left of the screen, inside the aquarium. It's one windo
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- Reef: one room shared by every keeper.
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- Room: the aquarium you're looking at, yours or a friend's, or the Open Water place you're swimming in.
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- Whisper: a private conversation between two keepers who follow each other. It opens at level 10. In Settings › Account you can also let any keeper of that level or above whisper to you, even if you don't follow each other.
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- Whisper: a private conversation between two keepers who follow each other. It opens at level 10. In Settings › Account you can also let any keeper of that level or above whisper to you, even if you don't follow each other. Choose Whisper to… in the channel menu to pick who from the keeper chooser, mutual friends first.
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- A small blue dot before a keeper's name means they're out swimming in Open Water right now.
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- Tap any name, your own included, to open that keeper's card.
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- A Room message also rises as a speech bubble over the aquarium: above the speaker's fish if they have joined as one, otherwise at the front glass with their name.
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- The gear in the chat bar holds its settings: which channels you see, who else is here, and keeping the chat open instead of letting messages fade.
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- A keeper's card holds the same actions as everywhere else: Invite out to call them to where you are, Whisper, Visit, Gift, Follow and more.
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## Posting
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@ -12,6 +12,20 @@ Friends lists everyone you follow and everyone who follows you. Whoever is playi
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Visit takes you to a friend's aquarium and Gift opens the gift shop with their name filled in. The More button beside them holds Whisper for mutual friends, the aquarium link and Unfollow, which asks first. Add a friend finds a keeper as you type their name, and your own aquarium link is there to copy and send.
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Wherever a keeper shows up (a Friends row, a name in chat, a fish in Open Water, a school member, a stall) the same set of actions comes with them: Invite out, Whisper, Visit, Gift, Invite to school, Follow and Stall, whichever fit right then.
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## Choosing a keeper
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Wherever you pick another keeper (inviting to your school, sending a gift, whispering, visiting from Friends, the Coral Neighbourhood or Outings, or opening someone's stall) the same keeper chooser opens. Friends come first, mutual ones on top, then your school, who's online now (whoever swims in the same Open Water place as you leads), and the keepers you whispered, visited, gifted, traded with or invited lately. Each row shows their fish, school tag, level and where they are, with the action on the row. Type to search anyone by name; the arrow keys and Enter work too. Blocked keepers never appear, and a row says up front when something can't be done, such as a keeper already in a school.
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The chooser completes names as you type: matching letters are marked, Tab fills in the highlighted keeper and Enter acts. Point at a row, or tap it on a phone, to see that keeper's card first: their fish, level, where they are now, their aquarium and how you know each other, with everything you can do with them. The search in Friends works the same way.
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## Invite someone out
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Invite out calls another keeper to where you are right now: the Open Water place you swim in, your own aquarium, or the aquarium you are visiting. Find it at the top of Friends and Outings, in the corner list of every Open Water place, and on any keeper's card. A keeper playing now gets a card with Join and Not now; one who is away finds it in their notifications. An invitation stands for five minutes.
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Join takes you straight there: into the same Open Water room as them, or into their aquarium as a fish of your own. Friends and your school can always invite you; anyone else can only when you let any keeper whisper to you. Blocked keepers can never invite you. You hear the answer to yours: on their way, not now, or no answer in time.
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## The Coral Neighbourhood
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On the ocean map, the Coral Neighbourhood shows keepers' aquariums as homes on its plots: yours, your friends' and the most starred. Pick a home to visit it. Guests still on the name the game gave them and keepers who haven't been around for a month are listed under the reef as Other keepers, one press from a visit.
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@ -4,7 +4,7 @@ _Sending another keeper an egg or a decoration._
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## Sending a gift
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Open the shop, choose Send a gift, type the other keeper's username and pick an egg or a decoration. You pay the shop price, and it's theirs the moment it arrives.
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Open the shop and choose Send a gift: the keeper chooser opens with your friends first, or type a name to find anyone. Then pick an egg or a decoration. You pay the shop price, and it's theirs the moment it arrives.
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You can only send things you've unlocked yourself, but the other keeper doesn't need to have reached that level.
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@ -18,7 +18,7 @@ Every school also has a tag of 2 to 4 capital letters or digits, such as REEF. M
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The School also sits in the dock at the bottom of the screen, one press away, wearing your school's emblem once you are in one.
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On the School Board each school is a card with its emblem, motto, members and language, and its Join or Ask to join button sits right on the card. Inside your school, every member shows their lead fish, their role and whether they were around this week, beside the notice board and your part in this week's order.
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On the School Board each school is a card with its emblem, motto, members and language, and its Join or Ask to join button sits right on the card. Inside your school, every member shows their lead fish, their role and whether they were around this week, beside the notice board and your part in this week's order. To invite keepers, choose Invite a keeper in your school: the keeper chooser lists your friends first and marks anyone already in a school.
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## Founder, Elders and Members
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