Andor’s Trail Project Meeting #2
Posted: Sun Mar 25, 2012 11:40 pm
Andor’s Trail Project Meeting #2
2012-03-25
Present: Oskar Wiksten, Scott Devaney, Stephen Stalnaker
*NOTE* - This meeting was a little different in the fact that for most of the meeting only Oskar and I were present. So as you read through our notes you will notice that they ask a lot more questions of you the reader than the last meeting. We are asking you people from the community to give us a hand, look over our notes, and offer your suggestions/comments/criticisms etc. It is our goal to make this the best RPG on Android, and we can't do that without your input. Thanks to everyone that has helped us so far, and those that will.
1. Is the format of the meeting OK? Schedule?
->The format of using Google Hangouts works very well. There is no lag in audio and video is fairly clear.
->The schedule of every two weeks seems to be working well so we will continue the current schedule.
2. New things that have been completed since the last meeting:
->Monster types that are now immune to critical hits: ghosts, undead, demons (visible on monster info screen)
->Ability to re-sort inventory (move to top/move to bottom)
->Rewrote parts of conversation for Mikhail.
->License taken care of. Thanks for the clarification Scott.
->Minor conversation fixes with spelling and grammar.
->Drop lists for irdeghs – New 0.6.11 monster.
->New red damage animation.
->Fixed a flag issue with unique NPCs around Crossglen that were not re-spawned.
->Minor quest in Remgard: sister-fight
->Fixed lots of warnings from Android Lint.
3. Things that are being worked on currently:
->Critical Chance – We are working on a better name for the stat if the effective chance is not linearly calculated. We are leaning towards using “Critical skill”. (We are open to other suggestions.) We will display both the critical skill and the effective critical chance that the new formula gives.
->How should we describe the logarithmic formula so the player can understand how Critical Skill affects their Critical Chance?
->World-map: We need a list of which maps are “outdoor”. *We would appreciate a volunteer please.* Just a list of the file names sent to Oskar would be great. -Done
->Story Tie-ins: We would like to do a continuation on the Vacor/Unzel story up in Remgard. Maybe some relative in Remgard wants to deliver something to Unzel? Continuation of the storyline with one of the characters. *People can suggest ideas for this type of quest.*
->Review monsters for v0.6.12 from Ian. Do the icons look good? Are the monsters too hard or too easy? Do they fit into the overall feel of the world itself? *Get a hold of Oskar if you want to help with this.*
4. Issues not finished since last meeting:
->Quest creation tutorial - Oskar get images together; Scott write the text. Discuss format and where to put it.
->Decide on blurry / non-blurry monster images.
5. Discussion of some forum threads/posts that people have found interesting, or want clarification on, or maybe a question answered.
->Make quest more noticeable? re: http://andorstrail.com/viewtopic.php?f=4&t=1413 Non-linear game play is the reason for lack of quest markers – You don’t have to do things in any specific order. The game, while telling a compelling story also tries to be as open as possible. Maybe we can give notice in conversations when a quest is started/advanced/ended.
->BWM warning re: http://andorstrail.com/viewtopic.php?f=2&t=1075 Add some notice in the cabin with a quest journal from some previous adventurer stating how he got out of there.
->Get monster info? re: http://andorstrail.com/viewtopic.php?f= ... =20#p13318 This is something that we should do - if we can figure out a way to select the monster in a natural way. (All suggestions welcome.)
->Re-spawning unique NPC (related to device rotation while loading resources) *We need more info on how to replicate this issue.*
5. What should we have ready for meeting 3?
->Some sort of introduction quests. *Please suggest things that we should put into introduction quests.* Which are the first quests a new player would do. The aim is to better explain the basic game play during these quests.
->Game play/controls/basic help info added in game. Write the text that should be added and send to Oskar. Nyktos' post here is a good starting point.
->Design outline? http://www.sloperama.com/advice/specs.htm Oskar: TODO! Also add things that we have agreed that we shouldn’t do. Two documents: one with general outline of the game, and one with story specific things. We should keep the story-specific document as private as possible since it will contain ALL of the spoilers, including the outcome of the main story itself. It will ruin the game for anyone to read it.
-> Finish the major quest for Remgard.
6. Is PlayN viable for us? http://code.google.com/p/playn/
->Could be. Will require a major redesign though something to think about and we will continue to watch the project.
Brainstorm Reading
http://gamification.org/wiki/Game_Mechanics - Go through list of mechanics, talk about the ones that are currently used in the game, as well as the ones that we could use to enhance game play. Look into it in more detail next meeting. Achievements? Among other things to enhance the overall game experience.
2012-03-25
Present: Oskar Wiksten, Scott Devaney, Stephen Stalnaker
*NOTE* - This meeting was a little different in the fact that for most of the meeting only Oskar and I were present. So as you read through our notes you will notice that they ask a lot more questions of you the reader than the last meeting. We are asking you people from the community to give us a hand, look over our notes, and offer your suggestions/comments/criticisms etc. It is our goal to make this the best RPG on Android, and we can't do that without your input. Thanks to everyone that has helped us so far, and those that will.
1. Is the format of the meeting OK? Schedule?
->The format of using Google Hangouts works very well. There is no lag in audio and video is fairly clear.
->The schedule of every two weeks seems to be working well so we will continue the current schedule.
2. New things that have been completed since the last meeting:
->Monster types that are now immune to critical hits: ghosts, undead, demons (visible on monster info screen)
->Ability to re-sort inventory (move to top/move to bottom)
->Rewrote parts of conversation for Mikhail.
->License taken care of. Thanks for the clarification Scott.
->Minor conversation fixes with spelling and grammar.
->Drop lists for irdeghs – New 0.6.11 monster.
->New red damage animation.
->Fixed a flag issue with unique NPCs around Crossglen that were not re-spawned.
->Minor quest in Remgard: sister-fight
->Fixed lots of warnings from Android Lint.
3. Things that are being worked on currently:
->Critical Chance – We are working on a better name for the stat if the effective chance is not linearly calculated. We are leaning towards using “Critical skill”. (We are open to other suggestions.) We will display both the critical skill and the effective critical chance that the new formula gives.
->How should we describe the logarithmic formula so the player can understand how Critical Skill affects their Critical Chance?
->World-map: We need a list of which maps are “outdoor”. *We would appreciate a volunteer please.* Just a list of the file names sent to Oskar would be great. -Done
->Story Tie-ins: We would like to do a continuation on the Vacor/Unzel story up in Remgard. Maybe some relative in Remgard wants to deliver something to Unzel? Continuation of the storyline with one of the characters. *People can suggest ideas for this type of quest.*
->Review monsters for v0.6.12 from Ian. Do the icons look good? Are the monsters too hard or too easy? Do they fit into the overall feel of the world itself? *Get a hold of Oskar if you want to help with this.*
4. Issues not finished since last meeting:
->Quest creation tutorial - Oskar get images together; Scott write the text. Discuss format and where to put it.
->Decide on blurry / non-blurry monster images.
5. Discussion of some forum threads/posts that people have found interesting, or want clarification on, or maybe a question answered.
->Make quest more noticeable? re: http://andorstrail.com/viewtopic.php?f=4&t=1413 Non-linear game play is the reason for lack of quest markers – You don’t have to do things in any specific order. The game, while telling a compelling story also tries to be as open as possible. Maybe we can give notice in conversations when a quest is started/advanced/ended.
->BWM warning re: http://andorstrail.com/viewtopic.php?f=2&t=1075 Add some notice in the cabin with a quest journal from some previous adventurer stating how he got out of there.
->Get monster info? re: http://andorstrail.com/viewtopic.php?f= ... =20#p13318 This is something that we should do - if we can figure out a way to select the monster in a natural way. (All suggestions welcome.)
->Re-spawning unique NPC (related to device rotation while loading resources) *We need more info on how to replicate this issue.*
5. What should we have ready for meeting 3?
->Some sort of introduction quests. *Please suggest things that we should put into introduction quests.* Which are the first quests a new player would do. The aim is to better explain the basic game play during these quests.
->Game play/controls/basic help info added in game. Write the text that should be added and send to Oskar. Nyktos' post here is a good starting point.
->Design outline? http://www.sloperama.com/advice/specs.htm Oskar: TODO! Also add things that we have agreed that we shouldn’t do. Two documents: one with general outline of the game, and one with story specific things. We should keep the story-specific document as private as possible since it will contain ALL of the spoilers, including the outcome of the main story itself. It will ruin the game for anyone to read it.
-> Finish the major quest for Remgard.
6. Is PlayN viable for us? http://code.google.com/p/playn/
->Could be. Will require a major redesign though something to think about and we will continue to watch the project.
Brainstorm Reading
http://gamification.org/wiki/Game_Mechanics - Go through list of mechanics, talk about the ones that are currently used in the game, as well as the ones that we could use to enhance game play. Look into it in more detail next meeting. Achievements? Among other things to enhance the overall game experience.