Andor's Trail Project Meeting #8
Posted: Sun Jun 24, 2012 10:16 pm
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/
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/