Some thoughts to 6.8:
1. Containers
Wouldn't it be easy to reuse the same container at each sleeping position. (beside crossglen townhall)
One could put something in on one location and it would be magically available on all other locations.
Perhaps then it should not be a bin, but a chest. (was handled as vault or depot in several issues)
2. Torilo in Foaming Flask tavern tells me: A room is available for only 250 gold. Then you can use it as much as you like.
Bela in Fallheaven still tells me: A room for the night will cost you 10 gold. Why not just remove the "for the night".
3. Join signs?
There are 2 signs at Foaming Flask tavern. IMO they could be joined. Looks strange now.
4. old and small bug:
There is a tree walkable on wild6.tmx. Its located north west of the rock in the middle. (adjacent)
5. possible another old bug: (fc)
If I switch the direction of the phone when it's loading a savegame it crashes.
6. Language
I think you currently change the language according to the system language. It would be better to make it customizeable. (with system language as default)
A Russian could want to play it on the smartphone of his friend from China. Also we could try to test other languages better.
7. Some beauty for the source code:
The source code is really well and structured, but your IDs are somewhat chaotic. (Names of levels, conversationlist, droplist, quests, etc)
I know translation would make a redesign hard but currently only 2 languages exist...
IMO the IDs should be standardized:
a) all levels (esp. the dungeons, wild and road levels) should be assigned to the nearest city:
Code: Select all
crossglen_home
crossglen_wild1
crossglen_wild2
crossglen_wild2_snakecave1
crossglen_wild2_snakecave2
b) for conversations and quests all items should have the map of the talking person in front of it:
Code: Select all
crossglen_home_mikhail_wakeup
crossglen_home_mikhail_brother
crossglen_home_mikhail_quest_andorstrail
crossglen_home_mikhail_quest_rats
crossglen_home_mikhail_quest_bread
crossglen_wild1_sign
c) droplists depend. Some are specific and some are common:
Code: Select all
crossglen_wild2_snakecave4_boss
crossglen_hall_gruil_items
alltowns_hall_food_items
wild_snakes_easy
wild_snakes_hard
It would be far easier for orientation when translating / programming... (But you loose backwards compatibility...)
Just some thoughts. Perhaps you can use them like this it in the future.