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Andor's Trail Project Meeting #24

Official news about Andor's Trail.
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sdevaney
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Andor's Trail Project Meeting #24

Post by sdevaney »

Andor’s Trail Project Meeting #24
2013-03-24
Present: Oskar Wiksten(oskar.wiksten), Scott Devaney(sdevaney), Stephen Stalnaker(ctnbeh13), Ian Haase(Ian)

1. Follow-up from last meeting:
Go over previous meetings TODO’s.

TODO: Any developer with git access: merge Stompp’s autolevel patch.

Loot popup display bug: http://andorstrail.com/viewtopic.php?f=3&t=3332
TODO: Anyone: create an issue about it on the issue tracker: http://code.google.com/p/andors-trail/issues/list

2. Completed since the last meeting:
Ian: created stats for most new items that are targeted for v0.7.0

Minor content editor fixes:
- Disable “has use effect”/”has equip effect” if the selected item type is not usable/equippable
- “increase use cost” and “increase reequip cost” are now included in the item price formula.
- Hit- and kill-stats that affect HP or AP are now included in the item price formula.
- Table editors will remember which columns are selected

More monster icons added (from the same monster set as before)

Dev Corner Summary
Family - dialogue finished
Golem - almost finished.
vampire - small finished.
hoarder - repeatable quest/fetch quest
erttu - nothing
maze - partial no dialogue
labyrinth - more done but needs refining
gravedigger - might have more done if it is tied with the gdocs stuff?
prevention - dialogue and quest log
thick skin - dialogue and quest log
medicine - dialogue and quest log
new weapon - dialogue and quest log
white shadow - not quite finished but lots of good dialogue content

TODO: Dev group: contact author of quest to gather more info on it (is there more info related to each quest?). Make a list of what’s missing in order to get the quest in to the actual game.

TODO: Anyone in dev group: 1) pick a quest from the above list that looks good. 2) contact the author (with the above stuff). 3) Once we’ve determined that the quest should be in the game, create a taskfreak task about it.

3. Things that are being worked on:
Oskar: balancing monsters for lodar* maps.

Oskar working on draft for main story with Lodar.

Introducing the new skills: quest involving rescuing 1 or 2 people from the “broken mine” maps (in the new maps), to the house just down the mountain side.
- Rescuing one of them grants the ability to buy skills from him for the first upgrade of each weapon type skill.
- Rescuing the other person grants the ability to buy skills from him for the first upgrade of each armor type skill.
- Skill levels above 1 should be skill-level-up-as-usual-only.
- Fighting style skills should still be skill-level-up-as-usual-only.

4. Discussion of some forum threads/posts that people have found interesting, or want clarification on, or maybe a question answered:

taunt not powerful - http://andorstrail.com/viewtopic.php?f=2&t=1560#p30959
Let’s try changing it to 75% and do a playtest with how that works.

resistance skill upgrades: http://andorstrail.com/viewtopic.php?f=4&t=1466
Other ideas on how to make the skills more interesting:
- Quests that give you an easier option if you have the skill
- Content where it makes it obvious to the player that having the skill would benefit doing that part of the content. (For example, a story about some adventurer that could withstand all the posisons from monster X).
- Make potions more powerful if you have level N of skill X.
- Make potions available from a vendor only if you have level N of skill X.

possible addittion to barb dagger bug: http://andorstrail.com/viewtopic.php?f= ... =10#p31011
(report says that you can get two loot bags if the monster dies in combat, providing you with double exp and double dropitems).
TODO: Oskar: Write a simple unit test to verify that this is not the case (monster dying at the start of the turn).

Actor conditions caused by monsters & items should affect the exp & gold calculation.
Would really like to do this in the future.
TODO: Anyone in dev group: add as task in taskfreak.

5. Open Discussion:

Polishing lists of items
Show list of items similar to how posts in the Google+ app are shown? For example, when buying equipment from shops, or when viewing inventory.
Toggleable view layout (compact/verbose)?
(Perhaps a respectably sized set of thumbnails could be implemented to scroll through to represent the inventory items, that are linked to bring up a standardized full featured/detailed list that includes an icon with the item’s attributes? - SCS)
Check out app (in Google Play) called: ListViewAnimations
TODO: Anyone in dev group: add as task in taskfreak.

Old article talks about different player types, very interesting read: http://www.mud.co.uk/richard/hcds.htm
TODO: Everyone: Read the article.

.po editors -
http://www.poedit.net/index.php
http://translate.sourceforge.net/wiki/virtaal/index
Other ideas: Pootle or Weblate

Wireframe- http://moqups.com/
Good find!

6. What should we have ready for the next meeting?

Oskar: Would like to define (in actual game content) the quests for the new skills and the main quest.

We’ll do a priority survey after this release.
Tulkas
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Re: Andor's Trail Project Meeting #24

Post by Tulkas »

Great job guys looks like much progress is being made! I know this release is huge and takes a ton of thought and time. We love this game and everything about it!
Lvl: 196, XP: 13,700,094, Gold: 1,447,699, RoLS: 1, ElyR: 0, RoL: 1, ChaR: 1, GoLF: 0, ShaF: 2, SRoV: 12, VSH: 6, WMC: 0, GoW: 0
HP: 1081, AC: 400, AD: 106-122, AP: 4, ECC: 39%, CM: 5.75, BC: 213%, DR: 4
Samuel
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Re: Andor's Trail Project Meeting #24

Post by Samuel »

Level: 101, XP: 18780586, Gold: 358739
HP: 398, AC: 303%, AD: 84-95, AP: 4, ECC: 12, CM: -, BC: 13%, DR: 0
RoLS: 2, ElyR: 1, RoL: 1, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 2, VSH: 1, WMC: 0, GoW: 0
sdevaney
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Re: Andor's Trail Project Meeting #24

Post by sdevaney »

Samuel wrote:No comments on this:
http://andorstrail.com/viewtopic.php?p=30318#p30318
I've added it to the agenda for the next meeting. We are at the point of trying to figure out which tools we like and ultimately which ones to use. Once we get that figured out we can work on how exactly we would like to structure all the translations and better address the issues you brought up.
Samuel
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Re: Andor's Trail Project Meeting #24

Post by Samuel »

sdevaney wrote:
Samuel wrote:No comments on this:
http://andorstrail.com/viewtopic.php?p=30318#p30318
I've added it to the agenda for the next meeting. We are at the point of trying to figure out which tools we like and ultimately which ones to use. Once we get that figured out we can work on how exactly we would like to structure all the translations and better address the issues you brought up.
Thank you.
I dont think we can adress all issues, but it would be fine if some of them would be solved before we introduce the new format.
Level: 101, XP: 18780586, Gold: 358739
HP: 398, AC: 303%, AD: 84-95, AP: 4, ECC: 12, CM: -, BC: 13%, DR: 0
RoLS: 2, ElyR: 1, RoL: 1, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 2, VSH: 1, WMC: 0, GoW: 0
Thystonius
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Location: Netherlands (ikbendebob {at} yahoo {dot} com)
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Re: Andor's Trail Project Meeting #24

Post by Thystonius »

Any chance the ideas about heavy weapons, dual wielding, weapons adding a % of base damage instead of a hardcoded amount of AD, poisoning / herblore / alchemy are taken on the task list?

EDIT: I hope the new skills can be learned with old characters, maybe some are like Increased Fortitude... looking forward to the new release for sure :-)
Lvl 74|XP 7,280,442|€ 364,324|2013.08.27
HP 229|AC 238%|AD 46-55|AP 3|ECC 25%|CM 3.0|BC 140%|DR 10|SR
RoLS 2|ElyR 1|RoL 0|ChaR 0|GoLF 1|ShaF 1|SRoV 0|VSH 0|WMC 0|GoW 0
WA 1|HH 1|Clv 1|BS 5|CS 2|CE 1|IF 5|Reg 1|DPS 1|DP 1|SP 2|LAP 1
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