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new maps

Discussions of the development process of the game.
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Sarumar
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Re: new maps

Post by Sarumar »

Mad P wrote:
Sarumar wrote:
:lol: ... mercy in world of AT... I vote NO ... :twisted:
:lol:
Maybe there should be a difference in how the game treats a level-250 and a level-5 hero!

Sarumar, is there going to be a party when you reach 500 (100 times my level)?
I hope the party would not be held somewhere near mount Galmore, looks like it will be off-limits for me.
Maybe I can make it to Remgard inn, that would already be a miracle 8-)
My friend, your journey was awesome and I love to hear more about how you can made it.

...Nyktos just challenges me... goal is lvl 300.. thats why im still on grinding..

....48
Sarumar
..dansing left foot polka with Hirathil

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phydeaux
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Re: new maps

Post by phydeaux »

Mad P wrote:
buddyCasino wrote:I have an idea for an ambush: if you enter a new map, you are immediately surrounded by enemies. You can't move to any other tile, therefore you can't leave the map.

Somehow like this:

XX
XO
XX


X -> enemy
O -> hero

Nowhere to run, nowhere to hide!
please good sirs, have a little mercy on the poor low-level fellow adventurers!
at least make the traps avoidable, or leave a small path in the monster crowds, like:

XXX
XXO
--X

not everybody plays to the max, and remember that it's just supposed to be a little kid that is looking for his brother!
That's built in... Those were ideas for trap doors, you don't get stuck in that situation unless you walk in the wrong place! :twisted:
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nether
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Re: new maps

Post by nether »

Man you put a lot of effort into this stuff. I commend you. A good idea for the next\current map you make\are making that is populated by trees or anything similar to a tree, mobs are actually hidden when they are in front of something of that nature. You could possibly have stationary mobs that can come out and surprise you in a sense if you wanted.
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Re: new maps

Post by Ian »

Of course, there will be no mercy if you fall into a trap! :lol:
But don't be discouraged: The traps won't block you the way but if you don't walk carefully you may fall into a trap.
I think it's certainly worth to obtain the heartstone, so with item should be guarded by many monsters.
AT is a grinding game and you have to understand that monsters become stronger in each version.
But don't give up! There are lots of great places to level up! And you even got a GolF at lvl 5! :shock:
nether wrote:Man you put a lot of effort into this stuff. I commend you. A good idea for the next\current map you make\are making that is populated by trees or anything similar to a tree, mobs are actually hidden when they are in front of something of that nature. You could possibly have stationary mobs that can come out and surprise you in a sense if you wanted.
You mean aggressive trees? :lol: Great idea! That's another mob who I can put into my scaryswamp maps! Thank you!
Mapmaker for Andor's Trail
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HP: 58, AC: 260%, AD: 52-62, AP: 3, ECC: -, CM: -, BC: 164%, DR: 1
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Antison
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Re: new maps

Post by Antison »

Ian wrote: But don't give up! There are lots of great places to level up! And you even got a GolF at lvl 5! :shock:
:?:
Who got a GoLF at level 5 :?:
"A home without a beagle is just a house"
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nether
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Re: new maps

Post by nether »

tek wrote:
Ian wrote: But don't give up! There are lots of great places to level up! And you even got a GolF at lvl 5! :shock:
:?:
Who got a GoLF at level 5 :?:
Mad P. More like 'MadMan'
phydeaux
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Re: new maps

Post by phydeaux »

nether wrote:
tek wrote:
Ian wrote: But don't give up! There are lots of great places to level up! And you even got a GolF at lvl 5! :shock:
:?:
Who got a GoLF at level 5 :?:
Mad P. More like 'MadMan'
Yep, still running his level 5 challenge...
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nether
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Re: new maps

Post by nether »

Another idea for your wonderful maps sir.

A text dialogue when you enter a dangerous situation where picking the right options will let you avoid taking damage or make you take damage.... if that makes sense.

example:

I'm walking along like normal and I hop in a cave. There is a crevice where it looks like I can interact with it, so I go over there. Dialogue would begin, describing this crevice and giving me two\three options (try to crawl in\avoid it\etc). Lets say you crawl in (no change in map for this, so your not entering the crevice actually, just imagine it :P), but the crevice is just filled with poisonous snakes, and you would take damage for this\poison actor condition. The next time you try to bump into this crevice, it will just give the dialogue, maybe I should avoid that way till later. There is a lot of fun things you could do with this idea I think, hope it helps.
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Re: new maps

Post by Tomcat »

Ian wrote:Of course, there will be no mercy if you fall into a trap! :lol:
But don't be discouraged: The traps won't block you the way but if you don't walk carefully you may fall into a trap.
I think it's certainly worth to obtain the heartstone, so with item should be guarded by many monsters.
AT is a grinding game and you have to understand that monsters become stronger in each version.
But don't give up! There are lots of great places to level up! And you even got a GolF at lvl 5! :shock:
nether wrote:Man you put a lot of effort into this stuff. I commend you. A good idea for the next\current map you make\are making that is populated by trees or anything similar to a tree, mobs are actually hidden when they are in front of something of that nature. You could possibly have stationary mobs that can come out and surprise you in a sense if you wanted.
You mean aggressive trees? :lol: Great idea! That's another mob who I can put into my scaryswamp maps! Thank you!
In Tolkien, there are aggressive trees called Huorns ... Don't know if there are rights issues with borrowing the name, but you could make them an exact copy of lone tree tiles. Your first encounter would ideally be one with a single square spawn area, so it never moves until you stand or walk too close, and then, with some probability, it attacks you. Actually a gauntlet of them on either side of a single-width path, mixed randomly with normal trees of the same appearance, would make a nice surprise guardian to a secret location on the next map.

Another monster idea ... the icon is blank, as the monster is invisible. There are a number of them scattered randomly around a large open dungeon - all with a single large spawn area, so that no pattern can be memorized. The name of the monster is simply ”it”. You're walking through what looks like an empty chamber, and the square you were trying to move to, or an ”empty” square that you stand or walk by, suddenly turns that pink cloud. The message says ”You hit it”, or perhaps ”it attacks”. You eventually defeat ”it”, but you have no idea how many more there are (the first time, at least) or where they are (ever). There may be ways to try to poke around to find them relatively safely, but the player has to figure that out.
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Ian
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Re: new maps

Post by Ian »

Tomcat wrote: In Tolkien, there are aggressive trees called Huorns ... Don't know if there are rights issues with borrowing the name, but you could make them an exact copy of lone tree tiles. Your first encounter would ideally be one with a single square spawn area, so it never moves until you stand or walk too close, and then, with some probability, it attacks you. Actually a gauntlet of them on either side of a single-width path, mixed randomly with normal trees of the same appearance, would make a nice surprise guardian to a secret location on the next map.

Another monster idea ... the icon is blank, as the monster is invisible. There are a number of them scattered randomly around a large open dungeon - all with a single large spawn area, so that no pattern can be memorized. The name of the monster is simply ”it”. You're walking through what looks like an empty chamber, and the square you were trying to move to, or an ”empty” square that you stand or walk by, suddenly turns that pink cloud. The message says ”You hit it”, or perhaps ”it attacks”. You eventually defeat ”it”, but you have no idea how many more there are (the first time, at least) or where they are (ever). There may be ways to try to poke around to find them relatively safely, but the player has to figure that out.
About the aggressive trees:
Nice idea! I remeber seeing such a tile in the content editor. I'll also bring your idea up in thze next AT meeting!

About the invisible monsters:
I think, it's a very nice idea! What about placing some very rare monsters on some maps which drop very precious items? (For example an armor which is worth 10,000 gold). I also recommend that these ones have a 100% chance of dropping such an item and that they are very strong and only spawn one time.
Again, I'll bring up your idea in the project meeting.

Happy hunting! :D
Mapmaker for Andor's Trail
Lvl: 73, XP: 6655552, Gold: 327905, RoLS: -, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 2, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 58, AC: 260%, AD: 52-62, AP: 3, ECC: -, CM: -, BC: 164%, DR: 1
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