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Re: v0.7 ThinkTank

Posted: Sat Mar 19, 2011 7:47 am
by lord midnight
oskarwiksten wrote:My idea of Andor's Trail as an Android game does not include sound or music. At the most, we might do haptic feedback when hitting monsters, but no sound in my opinion.
that surprises me oscar!! i would have thought that you would have covered it to be complete at least. would you consider an optional 'concerto' or an npc that plays a small tune, maybe after you find them, they are available as ringtones and sms notifications...

i can do a few simple compositions, i have made a dozen or so in musagi over the last year or two, 3 or 4 of them i can say sound really good. i also have a large sound library i bought, i can do track layout of everything from folk to hip hop.

Re: v0.7 ThinkTank

Posted: Tue Mar 22, 2011 6:53 pm
by ScorpionZ
If you end up adding sound, please offer it as a sound package that can be avoided by those who don't want sound. The sole reason being phone memory management.

Re: v0.7 ThinkTank

Posted: Thu May 19, 2011 8:01 am
by mdmedlin
I have just started playing this game and I must say that I am really impressed with what you do have. I have to agree that the game play in of itself is fairly simplistic, but then again, it is a free game. I don't expect to have a free version of Zenodia on my phone, but this does quite well. I love the idea of having some use for all the empty vials and bits of animal hair. One problem that I have is that the gold drop rate seems a little low for me. I guess seeing those items that are in the 1000's of gold seems a little out of touch for me. From reading the posts about what people are getting and how they are getting it, I will assume that the more gold will be dropping from the higher level mobs. I am looking forward to being able to access more of the map and maybe getting closer to finding my lost brother. I would like to be able to customize my character and I could see something like that happening with the action points. If you wanted to be the big bruiser, you have access to the weapons that cost more ap's but do more damage, and the quick thief has access to the fast weapons that do little damage. I also might also like to see a backstab option for a thief or a bloodlust option for a fighter. I don't know how the coding will work for magic or ranged weapons, but if it is possible in this arena, then go for it. Skills might take a little bit of finageling as to not crowding up the UI, but like you said, it is an option. Thank you for your time for reading this post and I hope it was helpful in some way. If there is anything that I can be of service, let me know, I have my BS in Computer Science and I do know how to type some code ;)

Re: v0.7 ThinkTank

Posted: Thu May 19, 2011 10:45 pm
by lady black
I am with Aceofspades25 and those who have agreed with him. I think we have to remember that our character is a kid. I have assumed that Andor is the older brother, and he is still referred to as a kid, so our character is what, about eleven to thirteen? This does not fit really well with all these classes of really accomplished warriors and thieves, etc. So, Fagin, you want your kid to be a pickpocket?
I do not understand your description of the animated walking, lord midnight. I do not want my character jiggling all over a 9-tile square while I am trying to walk down a 1-tile wide path with monsters on the sides. I am sure this is not what you mean, but that is what it sounds like.
I am against music or other sound effects, unless I have an option of downloading it or not.
I would like to see the "flee" button moved more to the center instead of the corner. I keep hitting it with my other fingers, and then getting killed before I can get away because I have nowhere open to go to and cannot fight, only move. And I always seem to be boxed in when this happens.

Re: v0.7 ThinkTank

Posted: Fri May 20, 2011 4:17 am
by Johan
lady black wrote:I would like to see the "flee" button moved more to the center instead of the corner. I keep hitting it with my other fingers, and then getting killed before I can get away because I have nowhere open to go to and cannot fight, only move. And I always seem to be boxed in when this happens.
Long press on an opponent of your choice to exit flee mode and return to fight mode.

Edit: long pressing can also be used to switch opponent in mid fight.

Re: v0.7 ThinkTank

Posted: Fri May 20, 2011 1:28 pm
by lady black
Thanks, Johan!
I knew about the opponent switching, but not that I could get back to fight mode that way. That will be very useful.

Re: v0.7 ThinkTank

Posted: Sat May 21, 2011 1:27 am
by Sam_the_Cat
Since this topic seems to have picked back up, I'll add my biggest wish list item (besides the ever-popular "more content"):

Give us something to do with the various vendor-trash type items. It doesn't have to be a whole crafting skill tree, it could be a new shop or blacksmith who can improve existing weapons and armor, a potion-maker/alchemist who can mix potions for us and fill up empty vials; perhaps one of the new towns could be "known" for its craftsmen?

How about a trader (eg, x amount of animal hairs for a potion), who could show up randomly (with a spawn chance) in those infuriatingly useless empty cabins scattered about the countryside?

Re: v0.7 ThinkTank

Posted: Sat May 21, 2011 10:59 am
by perspex
Sam_the_Cat wrote:How about a trader (eg, x amount of animal hairs for a potion), who could show up randomly (with a spawn chance) in those infuriatingly useless empty cabins scattered about the countryside?
There is already a trader character in the game, he's on the far East of the game world, he would be ideal for either trading your 1g junk for useful items or teaching you how to make things.

In an rpg the story should always be important, this game is already fun and involving with simple graphics, it will still be fun and involving with the same graphics once the story opens up.

The idea of a career is something I like, although maybe it would be better as membership to guilds or bribing officials? Pay the thieves guild a boatload of cash and get access to their special items, pay Vacor and get access to some special items with buff abilities or that add special damage to your weapon, pay the guy at the inn for access to spare armour or something. It would mean looking at the progress the player would make and balancing what items were available at which stage of the game though, by the time you're half way done with the plot the items you picked up from joining the thieves guild or bribing Vacor shouldn't be so good. It also allows you to use the save slots because you have a reason to save before making a big decision like dumping 30k gold into the thieves guild to buy their Gom Jobar [50% 11-19 +40% x4] for 40k gold and Tabi [15%][+10%] for 25k. It's not an implicit career decision but it's a huge investment that effectively means you can't then go and do the same with Vacor, Thoronir or the Feygard patrol captain to get their specialist items.

I don't think allowing a young boy who is searching for his brother to become a powerful wizard who can summon screen wide flames or a ninja that can kill a boss in one attack is particularly in keeping with my experience of the game and it detracts from the main story which is a kid stumbling around trying not to die while he looks for his older brother. My personal preference on rpg is that if you're going to have a class you decide that at the start or the game revolves around you progressing to mastery, neither of which really fits with the story I think.

My preferences, a bit late to add now I guess but I only found the game recently, would be a larger game world and some crafting ability. I don't like the idea of imposing D&D style weight limits though.

Re: v0.7 ThinkTank

Posted: Sat May 21, 2011 12:12 pm
by perspex
There was a great series of games I played that show how with a game can be great with simple graphics and a simple system: http://en.wikipedia.org/wiki/Exile_(video_game_series) not saying Andor's Trail should mimic but as an example of how a good story can be told through a simple system it works.

Re: v0.7 ThinkTank

Posted: Sun May 22, 2011 9:31 pm
by Sam_the_Cat
perspex wrote:
Sam_the_Cat wrote:How about a trader (eg, x amount of animal hairs for a potion), who could show up randomly (with a spawn chance) in those infuriatingly useless empty cabins scattered about the countryside?
There is already a trader character in the game, he's on the far East of the game world, he would be ideal for either trading your 1g junk for useful items or teaching you how to make things.
Actually, I was thinking of him, except he already has a stock of regular items sold for cash. But, yeah, with his inventory re-worked, he'd be a good candidate. Although those empty cabins still kind of annoy me.
perspex wrote:In an rpg the story should always be important, this game is already fun and involving with simple graphics, it will still be fun and involving with the same graphics once the story opens up.

The idea of a career is something I like, although maybe it would be better as membership to guilds or bribing officials? Pay the thieves guild a boatload of cash and get access to their special items, pay Vacor and get access to some special items with buff abilities or that add special damage to your weapon, pay the guy at the inn for access to spare armour or something. <snip...> It's not an implicit career decision but it's a huge investment that effectively means you can't then go and do the same with Vacor, Thoronir or the Feygard patrol captain to get their specialist items.

I don't think allowing a young boy who is searching for his brother to become a powerful wizard who can summon screen wide flames or a ninja that can kill a boss in one attack is particularly in keeping with my experience of the game and it detracts from the main story which is a kid stumbling around trying not to die while he looks for his older brother. My personal preference on rpg is that if you're going to have a class you decide that at the start or the game revolves around you progressing to mastery, neither of which really fits with the story I think.

My preferences, a bit late to add now I guess but I only found the game recently, would be a larger game world and some crafting ability. I don't like the idea of imposing D&D style weight limits though.
Boy, I agree with just about everything you said here, if not in terms of every RPG I play (variety being the spice of life), then certainly with regard to this one. The only reason I mentioned a skill tree was that various skill trees had been in discussion, both combat- and non-combat-related, in the issues section. My personal preference here, though, would simply be expansion (world, items, story, etc.) and any tweaks that seem to be needed to improve the experience (eg, the item selling and sorting issues under discussion), but nothing that would fundamentally change what this game is.

By the way, when you mentioned Exile, my first thought was of the game I first played on Genesis (heavily censored) a million years ago, then sought out real translations of -- you know, the one where the main character is a disillusioned Syrian assassin fighting for world peace during the time of the Crusades... Then I followed your link and realized I should lay off the "heartpoison" (look it up)! :lol: