Andor's Trail Project Meeting #24
Posted: Sun Mar 24, 2013 8:01 pm
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.
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.