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Re: Current Status, Roadmap and General News

Posted: Mon Jul 31, 2017 7:10 pm
by Lady Drager
jhing142430, welcome to the forums!!!
But you should know this is the wrong thread for such questions. We are glad you asked though!! We love helping new players!

Re: Current Status, Roadmap and General News

Posted: Tue Aug 01, 2017 1:03 pm
by jhing142430
Oh sorry

Re: Current Status, Roadmap and General News

Posted: Tue Aug 01, 2017 1:22 pm
by rijackson741
jhing142430 wrote: Tue Aug 01, 2017 1:03 pmOh sorry
Don't worry about it. If I could think of a better place for the question I could move the posts, but I can't, so they will remain here ;)

Re: Current Status, Roadmap and General News

Posted: Tue Aug 01, 2017 1:33 pm
by jhing142430
:D where should i post some questions?

Re: Current Status, Roadmap and General News

Posted: Tue Aug 01, 2017 1:35 pm
by satanas
you can post a question in "Game Related Questions"

Re: Current Status, Roadmap and General News

Posted: Tue Aug 01, 2017 1:38 pm
by jhing142430
Thank you :)

Re: Current Status, Roadmap and General News

Posted: Wed Aug 02, 2017 5:27 pm
by satanas
i have a little question, how many people still work to the development of the game?

Re: Current Status, Roadmap and General News

Posted: Wed Aug 02, 2017 7:33 pm
by Zukero
That's difficult to say. The core team is around 4-6 people, plus occasional contributors.
Since the last Google play release, I'd say around 15 people contributed directly or indirectly to the development of the game or ATCS.

Re: Current Status, Roadmap and General News

Posted: Thu Aug 03, 2017 7:54 pm
by Omicronrg9
Currently preparing and organizing my ideas (also making stuff in ATCS) to post them in the proper forum section.Nice to see Nor City and Feygard are in the to-do list.
I will talk about them in that post.Keep working guys.You're amazing!
Greetings.

Re: Current Status, Roadmap and General News

Posted: Mon Aug 07, 2017 9:17 pm
by Nut
Hi,

I am playing a bit with the AT engine and found these interesting new abilities mentioned:
Zukero wrote: Wed Jul 20, 2016 1:29 pm
  • Map-level color filter. Black and white, invert, dim 20%, 40%, 60%, and 80% and red, green or blue tint.
  • Map filter can be changed as a dialogue/script reward.
  • Ability to (de)activate spawn areas (individually) and map objects (rest areas, signposts, mapchanges... by group) from dialogue/script system.
  • Ability to remove quest progres as a dialogue/script reward. Useful for repeatable quests and/or events.
but don't know how to use them. Does a syntax list or an example exists anywhere?

I found

Code: Select all

"rewardType":"removeQuestProgress",  "rewardID":"myId", "value":123
,
and how to set the color fixed in the map

Code: Select all

<properties> <property name="colorfilter" value="black80"/> ... </properties>
,
but not the others.


And maybe does the following exist?
* Set the QuestProgress as single value (and remove other maybe existing values at the same time)
* Increase QuestProgress by 1
* InventoryRemove / InventoryKeep seem to work just for not-worn items. Is there also something like "WornRemove"? Or "AnywhereRemove"?
* Negation in "requireID" or "requireValue"? Then replies could be left out when a certain progress has been reached (e.g. to avoid doubled rewards, introduction).

It would offer some new possibilities or at least compacter code.