Page 1 of 2

Andor's Trail Project Meeting #8

Posted: Sun Jun 24, 2012 10:16 pm
by sdevaney
Andor’s Trail Project Meeting #8
2012-06-24
Present: Oskar Wiksten, Scott Devaney, Stephen Stalnaker, Matthew White

1. Follow-up from last meeting:
Public hangout: Next session? Invitations?
TODO: Scott: Set up AT stream/chat page.

Prioritization meeting set up

2. Completed since the last meeting:
Questmaking tutorial-Convert it to a html or pdf document instead. PDF for offline viewing, HTML for easier viewing on phones.
95 new maps from Ian Haase!!!
Make the monsters stronger but fewer.
Remove some of the monster types to make the world cohesive.
Rename some of the monsters.
TODO: Oskar: Make a list of the new monsters with icons included.
Let’s consider moving the mountainous region with the worn out mine someplace else, to fit better with the world.

Proficiency skills (weapons & armor)
Works good so far.
Unarmed too strong.

Weapon fighting skills (dual wield, 2hand, weapon&shield)
TODO: Oskar: It’s named “two handed weapons”, not “two handed sword”.
TODO: Oskar: Distribute build to Scott & Stephen
TODO: Oskar: also send the maps themselves to Scott

We should make the display of all skills a bit easier.
Expandable list?
Different colored icons?
TODO: Oskar: Code something for this

Effects triggered every combat round

16 new skills will make the need for skillpoints much higher, but will also make the game much easier, since weapons will be more effective. Game will be harder because there are more skills now, so the player has to specialize - but also easier since the skills increase the efficiency of weapons.
Maybe some way to give the player a “trial” of new skills?
Maybe reset skill allocation as a one-time thing?
The player has to make a choice about quests and skills, the player should not be able to try out every combination on one single game. More options and combinations increase the replayability of the game.
Some skills could also be given by NPCs.

3. Things that are being worked on:
Finalizing proficiency & fighting style skills

Who wants to help review monsters on new maps? (monster names, icons, stats)

Quests:
TODO: Oskar: create a private document with the NPCs and the quest outlines that we’ll have for next release. We can use that to assign responsibilities when doing quests for next version.
Dragon Quest - Maps 40% done.
Alynndir’s Quests - Cargo, Cave, Dying Man - Matthew
Target Practice (Nyktos) Low Level “training quest”
Labyrinth Quest (Pyrizzle)

TODO: Scott: Check the memberships of the developers group, for those that are able to post in the development section.

Re-stock merchants every three minutes.

Other types of healing.

Mockup of a revised shop interface with checkboxes for selecting a “shopping basket” (also for selling)?
Someone else could help with this.
TODO: Scott: Check with lab about doing that mockup.

Mockup of how a combat interface would look, where you can select different types of attacks? (aimed attack/defensive stance)
Someone else could help with this.

4. Discussion of some forum threads/posts that people have found interesting, or want clarification on, or maybe a question answered:
http://andorstrail.com/viewtopic.php?f= ... 0&start=10
TODO: Oskar: Check whether this is a bug or not

Add to “death” sequence. Can we keep the existing status messages, but with a delay between each, so that the player can read them?

Loot popup for special items, even if the loot popups are disabled.

Disable movement on screen touch when dpad is visible.

Magnitude / duration visible on the actorcondition icons on the main view.

5. What should we have ready for the next meeting?

A clear vision for v0.6.12 - goals & assignments (?)

Outlines for quests in v0.6.12 (Duleian road, Lodar’s)

Next meeting will be only prioritization of the issues that have popped up.

Brainstorm:
Optimize PNG files for World Map/other uses?
http://optipng.sourceforge.net/
http://optipng.sourceforge.net/pngtech/

Re: Andor's Trail Project Meeting #8

Posted: Sun Jun 24, 2012 10:29 pm
by Antison
sdevaney wrote:Maybe reset skill allocation as a one-time thing?
I would love to see a one-time reallocation of skill points :!: :!:
my build used-up 3 skill points in more and better criticals that I would love to get back. :D

Re: Andor's Trail Project Meeting #8

Posted: Sun Jun 24, 2012 11:00 pm
by DarkSavant13
I'd be more than happy to review monsters on new maps for ya. ;) And anything else that can be done via phone. :D

Looks like it was a very productive meeting. ;)

Re: Andor's Trail Project Meeting #8

Posted: Sun Jul 01, 2012 4:04 am
by Pyrizzle
If/When you make the ajustments to the monsters please let me know. I would love to see a copy of the list of monsters with the pictures to go with them. I'm hoping to get it updated again soon.

Re: Andor's Trail Project Meeting #8

Posted: Tue Jul 03, 2012 8:26 am
by Sarumar
One suggestion.
I just noticed that Weak poison antidote is not cure the Irdegh poison. I suggest to change this or add another cure poison antidote.

Re: Andor's Trail Project Meeting #8

Posted: Wed Jul 04, 2012 7:59 pm
by DarkSavant13
Sarumar wrote:One suggestion.
I just noticed that Weak poison antidote is not cure the Irdegh poison. I suggest to change this or add another cure poison antidote.
I think I might understand why this is. It's because Iredegh poison is a different actor condition than weak poison (i.e. irdegh_poison and weak_poison). The actor condition for all poisons need to start with poison (i.e. poison_weak and poison_irdegh) and the potion of cure poison needs to be scripted to cancel all actor conditions that start with "poison_" to get these and any future poisons.

At least, this is my opinion of it, since I'm not a scripter, lol. :lol:

Re: Andor's Trail Project Meeting #8

Posted: Wed Jul 04, 2012 8:15 pm
by Sarumar
DarkSavant13 wrote:
Sarumar wrote:One suggestion.
I just noticed that Weak poison antidote is not cure the Irdegh poison. I suggest to change this or add another cure poison antidote.
I think I might understand why this is. It's because Iredegh poison is a different actor condition than weak poison (i.e. irdegh_poison and weak_poison).
True, but there are no reason to use weak poison antidote. Price is too high.. it is reasonable just let it wearn of and heal the damage in potions. But in cace of irdegh poison (you can suffer a lot in single round) there are true needs for antidote.... Just like nowadays bleeding wound can be lethall and there are cure...

Re: Andor's Trail Project Meeting #8

Posted: Wed Jul 04, 2012 9:57 pm
by Pyrizzle
With weak poison stacking you can end up with 50 (3 rounds) of weak poison... Sometimes letting it go won't help.

Not that I've ever had to use antidotes to remove that many effects but it can be helpful when you're not wanting to die.

Re: Andor's Trail Project Meeting #8

Posted: Wed Jul 04, 2012 10:45 pm
by Sarumar
Pyrizzle wrote:With weak poison stacking you can end up with 50 (3 rounds) of weak poison... Sometimes letting it go won't help.

Not that I've ever had to use antidotes to remove that many effects but it can be helpful when you're not wanting to die.
I have never encountered any problems becauce of poison "status" until I met irdegh and some really nasty poison "status".. something over 40 points per round... I love this game :twisted:

Re: Andor's Trail Project Meeting #8

Posted: Thu Jul 05, 2012 2:06 pm
by nyktos
yeah, i've been dropped a few times by bleeding wounds or irdegh poison...
a few steps from battle & BAM - right back in bed.

:shock:

but my guy is always wandering around places he shouldn't...

:lol: