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Andor's Trail Project Meeting #34

Official news about Andor's Trail.
sdevaney
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Andor's Trail Project Meeting #34

Post by sdevaney »

Andor’s Trail Project Meeting #34
2013-08-11
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.

2. Completed since the last meeting:
Player survey 2013 sent out
http://andorstrail.com/viewtopic.php?f=5&t=4047
Anyone that hasn’t yet responded, please give us your opinion!

Code changes:
Bugfix: Redraw everything once initially
Bugfix: Clear temporay combat state when loading game
Bugfix: Show correct ingreds for Lodar def pot in the quest log (Thanks jamnjim358)
Bugfix: only use pathfinder for monsters that are aggressive
Add monster movement type 'wholeMap'.

Scripted map areas

Ian: Updated wiki pages. Working on more advanced mapmaking tutorials.
http://andorstrail.com/wiki/doku.php?id ... map_making

3. Things that are being worked on:
Elythara quest - Ian/Stan/Oskar

Stoutford & BWM realign - Tom

Oskar wants to expand the scripting system with lots of new actions & conditions:
Ideas for new conditions that could be useful in scripted areas:
Mob is hostile
Timer elapsed
Player hp less/more than
Stat above (same stat definition as from skill requirement)
Player has visited map
Player has used item
Player has condition
Global variable equals (more flexible than quest progress)
Random die roll

Ideas for new actions that could be useful in scripted areas:
Spawn npc on map
Remove npc from map (count as player killed)
Remove npc from map (count as removed)
Give item id (not only droplist id)
Create timer
Set/increase global variable
Teleport player to (thrown into jail, “killed” by quest)
Move npc to
Deactivate spawn area
Set rest location
Set hp to / remove hp / heal all hp
Move items from player inventory to drop bag
Generate splatter
Give available skill increase point

Oskar: Would like to finish maps for Brimhaven

4. Discussion of some forum threads/posts that people have found interesting, or want clarification on, or maybe a question answered:
Ian:
“pick up some of the items on the map like the mushroom”
http://andorstrail.com/viewtopic.php?f=4&t=56
Could be done today with a combination of a sign area with a replace area. Could be useful for some quest.

Suggestions for changed stats on item(s)
http://andorstrail.com/viewtopic.php?f=4&t=4019
Good input! We constantly need to look at rebalancing things. Maybe Thystonius’ suggestion (see below) can balance these things out?

Bug: “Screen goes mostly black during fight”
http://andorstrail.com/viewtopic.php?f=3&t=4020
Fixed for v0.7.1


Tom: Walking under the bridge
http://andorstrail.com/viewtopic.php?f=10&t=3945
Hm, could be complex. Not doable right now.
Could be some input in the Tiled forum /community on how this has been done in other projects.

One player has problems with wrong images
http://andorstrail.com/viewtopic.php?f=3&t=4029
Would be really helpful to be able to reproduce it. Unless we can do that, it’s really hard to troubleshot.

Ian has a list of all possible object layers and their properties.

Bug: game stall
http://andorstrail.com/viewtopic.php?f=3&t=4075
Fixed for v0.7.1


Oskar: Thystonius has some awesome ideas about changes to weapon AD. Could mean huge changes to the combat system, but most likely for the better.
http://andorstrail.com/viewtopic.php?f= ... =20#p38078
Basically:
- Changing weapon AD to being a % of your base stats instead of a fixed number
- Changing armor BC to being a % of your base stats instead of a fixed number
Also: low level players might want to have a fixed +dmg on weapons, so that the weapon dmg has more of an effect when low level, and so that base dmg has more effect when you’re high-level.
Lots of testing required!
We’ll do some test implementation of this. Awesome suggestion, Thystonius.

5. Open Discussion:
SCS sent an email to AppStorm, and part of it was requesting their thoughts and feelings regarding doing a review on an "in progress" Android game that had a close tie with it's forum members, implementing their feedback and suggestions to help shape the direction of our efforts. This, and other methods of getting the word out, and additional exposure, might be nice to discuss. You can learn more about AppStorm at their site, found here: http://android.appstorm.net/about/

Things that anyone can help with. That means you. Yes, you:
Updated screenshots for Google Play
We really should update the screenshots that we have on Google Play:
https://play.google.com/store/apps/deta ... ndorsTrail
New screenshots should include
- The new layout of tabs on the hero screen (ICS-ified interface)
- Show a screenshot where you have actor conditions
- List of skill selection, with “you may select 1 skill...”
- Visual effect running (damage or heal)
- Nasty but good-looking monster (Hira’zinn?)
- Tablet-sized layout

6. What should we have ready for the next meeting?
Ian: Updating wiki. Updating the “advanced mapmaking” tutorial.
Oskar: Should update the Svn/Git tutorial and the change of suggestion from Eclipse to Android Studio.
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Re: Andor's Trail Project Meeting #34

Post by Tomcat »

So much great stuff here! The map scripting and the monster movement changes are going to revolutionize map making! Another monster movement mode I'd like to see- ”dormant”: the monster does not act or react until some condition is met. Examples:

- Monsters that sleep until awoken (by a trigger tile being reached? by being attacked?)
- Monsters that ignore you unless you attack one of them, resulting in the entire group reacting to defend their own.
- Monsters that appear to be inanimate objects until/unless disturbed.

Also, I love that Thystonius percentage AD idea now has dev team support. This should make it possible to better balance different fighting styles and builds. This should allow us to really apply the Rock-Paper-Scissors principle, i.e. there is no one strongest type of build - it all depends on what you're up against. Some kinds of monsters should be easier to defeat with a crit dagger high AD build, while others might be easier with a 2-handed sword high DR build, etc.
Norbert
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Re: Andor's Trail Project Meeting #34

Post by Sarumar »

:lol: this is not a new idea:
"Oskar: Thystonius has some awesome ideas about changes to weapon AD. Could mean huge changes to the combat system, but most likely for the better.viewtopic.php?f=4&t=4019&start=20#p38078Basically:- Changing weapon AD to being a % of your base stats instead of a fixed number- Changing armor BC to being a % of your base stats instead of a fixed numberAlso: low level players might want to have a fixed +dmg on weapons, so that the weapon dmg has more of an effect when low level, and so that base dmg has more effect when you’re high-level.Lots of testing required!We’ll do some test implementation of this. Awesome suggestion, Thystonius."

Im not sure who first suggested something like this... but im still fan of this idea.
Sarumar
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Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
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Re: Andor's Trail Project Meeting #34

Post by Tomcat »

Wyrmspawn and I have also been critics of the current system for the same reasons as Thy, Perhaps others. Don't recall now the first to propose the multiplier as an alternative. Mine was to eliminate AD level ups entirely, and get AD boosts only from weapon proficiency skills (purr just bigger weapons, of course). It would require equally major rebalancing as the multiplier, but with quite different results. But I think the multiplier can do the job at least as well, and doesn't rob existing characters of the benefit of old AD level ups. So I fully support it now.
Norbert
Lvl:52 XP:2597576 AP:12 HP:124 AC:282 AD:30-42 CHS:27 CM:2.0 ECC:18% BC:132 DR:2
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Re: Andor's Trail Project Meeting #34

Post by PK17 »

Regarding the activation tiles.....

I think it would be really interesting to see activation tiles that have a % chance (die roll) of actually activating a condition or an action. It would make the maps feel more real and alive. Rocks can fall on you, you can trip over vines, you could fall through a cavern, slip on ice, change the hostility of enemies, trigger a surprise ambush, endless amounts of effects can result from these tiles.

The more and more I think about the idea of an activation tile, the more and more amazing possibilities I can see coming into play with them.

I really have to give a lot of credit to Ian for formulating this specific idea, and I think it will go far beyond the original expectations we all had for these special tiles.

One thing I just thought of, how about a tile that changes the shading of a map?

----Edited-----
I really hope I was quick enough that nobody saw that :oops: :lol: :oops:
Take a stop by my game thread for some forum fun!!!

http://andorstrail.com/viewtopic.php?f=9&t=4577
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Re: Andor's Trail Project Meeting #34

Post by nyktos »

beat me to it!


:lol:
"Embrace the Shadow"

Image

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]
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Re: Andor's Trail Project Meeting #34

Post by PK17 »

nyktos wrote: beat me to it!


:lol:
Shhhhh, I'm on it :lol:
Take a stop by my game thread for some forum fun!!!

http://andorstrail.com/viewtopic.php?f=9&t=4577
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Re: Andor's Trail Project Meeting #34

Post by nyktos »

:D :D :D


PK17 wrote:I think it would be really interesting to see activation tiles that have a % chance (die roll) of actually activating a condition or an action. It would make the maps feel more real and alive. Rocks can fall on you, you can trip over vines, you could fall through a cavern, slip on ice, change the hostility of enemies, trigger a surprise ambush, endless amounts of effects can result from these tiles.
i really like the idea of traveling through dangerous terrain & being worried about taking damage,
or suffering from some kinda debilitating actor condition...

[+1] Good stuff!!!

:D

maybe even a skill set (earned or bought) that makes it less dangerous to travel these areas?

:twisted:

PK17 wrote:I really have to give a lot of credit to Ian for formulating this specific idea, and I think it will go far beyond the original expectations we all had for these special tiles.

im surprised it took this long to gain attention,
we have been talking about it on the map threads for awhile...

i miss too many meetings!


:evil:
"Embrace the Shadow"

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Re: Andor's Trail Project Meeting #34

Post by sorrow »

If the tiles are going to case an affect (weather good or bad) I think they should he placed in high level areas.

Sorrow
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Re: Andor's Trail Project Meeting #34

Post by Pyrizzle »

A few ideas that i found to be quite interesting:

Changing Maps (Being able to alter your surroundings via quests/choices)
A new system for organizing your inventory
The ability to zoom out more on the world map
Puzzles
Dynamic lighting <---- Awesome suggestion
Battle Screen
---------------------------------------------------------------------------------------

Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

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