Andor's Trail Project Meeting #23
Posted: Sun Mar 10, 2013 7:36 pm
Andor’s Trail Project Meeting #23
2013-03-10
Present: Oskar Wiksten(oskar.wiksten), Scott Devaney(sdevaney), Ian Haase(Ian)
1. Follow-up from last meeting:
Go over previous meetings TODO’s.
Did you know that we had our very first project meeting one year ago? (2012-03-11)
TODO: Any developer with git access: merge Stompp’s autolevel patch.
2. Completed since the last meeting:
Minor bugfixes to content editor.
3. Things that are being worked on:
Oskar is working on balancing items in preparation of the new weapontype- and fightingstyle-skills. We need LOTS of new 2h swords. Help needed!
TODO: Oskar: Send list of items to Ian.
4. Discussion of some forum threads/posts that people have found interesting, or want clarification on, or maybe a question answered:
Character conditions and the Round mechanism
(Mad P) (the 6s counter gets reset when changing maps or when engaging combat)
http://andorstrail.com/viewtopic.php?f=2&t=3334
Interesting. low prio to change and doesn’t really matter. If someone comes up with a way to take advantage of it more, then we’ll get a fix ready for it.
Unconsciousness text
(Mad P) Update the text when the player “dies”?
http://andorstrail.com/viewtopic.php?f=3&t=3333
Something that is on the list along with the scrolling combat log.
Condition stack questions:
http://andorstrail.com/viewtopic.php?f=9&t=3337
There are two types of actor conditions, stackable and non-stackable. The non-stackable ones, have logic that dictates that you only keep the one with the highest magnitude. For example, let’s say you have BWM misery of magnitude 1 and some monster hits you, and causes BWM misery of magnitude 3, then that attack would replace your old BWM misery.
For the stackable conditions, they are summarized for each number of rounds that they have left. For example, let’s say you have a poison of magnitude 1 that has 3 rounds left. YOu get a new poison of magnitude 1 that should linger for 3 rounds. The result would be that you now have one poison of magnitude 1 and 3 rounds left. However, if the new poison would have been for 4 rounds, then the result would be that you have one poison with magnitude 1 and 3 rounds left, and one other poison with magnitude 1 and 4 rounds left.
Place NPC’s based on quest: http://andorstrail.com/viewtopic.php?f=4&t=3345
Absolutely want to do that! We have that scheduled for a later release. (Already has a task in taskfreak for this)
See popup only once: http://andorstrail.com/viewtopic.php?f=4&t=3358
Good placement of the tiles that cause popups is a good middle road right now. In the future, we would also tie this into how we handle the conversations that the ghosts initiate, for example.
Loot popup display bug: http://andorstrail.com/viewtopic.php?f=3&t=3332
TODO: Anyone: create an issue about it on the issue tracker: http://code.google.com/p/andors-trail/issues/list
5. Open Discussion:
6. What should we have ready for the next meeting?
Scott working on a prio list for “next” release after v0.7.0. How should we manage what features make it into the upcoming release?
Oskar: Start working on definition for quests for how to introduce the new weapon style skills and fighting style skills.
Oskar: Start working on main outline for Lodar/Andor quest.
Scott: Get Dev Corner quests summarized for discussion and put into tracker.
2013-03-10
Present: Oskar Wiksten(oskar.wiksten), Scott Devaney(sdevaney), Ian Haase(Ian)
1. Follow-up from last meeting:
Go over previous meetings TODO’s.
Did you know that we had our very first project meeting one year ago? (2012-03-11)
TODO: Any developer with git access: merge Stompp’s autolevel patch.
2. Completed since the last meeting:
Minor bugfixes to content editor.
3. Things that are being worked on:
Oskar is working on balancing items in preparation of the new weapontype- and fightingstyle-skills. We need LOTS of new 2h swords. Help needed!
TODO: Oskar: Send list of items to Ian.
4. Discussion of some forum threads/posts that people have found interesting, or want clarification on, or maybe a question answered:
Character conditions and the Round mechanism
(Mad P) (the 6s counter gets reset when changing maps or when engaging combat)
http://andorstrail.com/viewtopic.php?f=2&t=3334
Interesting. low prio to change and doesn’t really matter. If someone comes up with a way to take advantage of it more, then we’ll get a fix ready for it.
Unconsciousness text
(Mad P) Update the text when the player “dies”?
http://andorstrail.com/viewtopic.php?f=3&t=3333
Something that is on the list along with the scrolling combat log.
Condition stack questions:
http://andorstrail.com/viewtopic.php?f=9&t=3337
There are two types of actor conditions, stackable and non-stackable. The non-stackable ones, have logic that dictates that you only keep the one with the highest magnitude. For example, let’s say you have BWM misery of magnitude 1 and some monster hits you, and causes BWM misery of magnitude 3, then that attack would replace your old BWM misery.
For the stackable conditions, they are summarized for each number of rounds that they have left. For example, let’s say you have a poison of magnitude 1 that has 3 rounds left. YOu get a new poison of magnitude 1 that should linger for 3 rounds. The result would be that you now have one poison of magnitude 1 and 3 rounds left. However, if the new poison would have been for 4 rounds, then the result would be that you have one poison with magnitude 1 and 3 rounds left, and one other poison with magnitude 1 and 4 rounds left.
Place NPC’s based on quest: http://andorstrail.com/viewtopic.php?f=4&t=3345
Absolutely want to do that! We have that scheduled for a later release. (Already has a task in taskfreak for this)
See popup only once: http://andorstrail.com/viewtopic.php?f=4&t=3358
Good placement of the tiles that cause popups is a good middle road right now. In the future, we would also tie this into how we handle the conversations that the ghosts initiate, for example.
Loot popup display bug: http://andorstrail.com/viewtopic.php?f=3&t=3332
TODO: Anyone: create an issue about it on the issue tracker: http://code.google.com/p/andors-trail/issues/list
5. Open Discussion:
6. What should we have ready for the next meeting?
Scott working on a prio list for “next” release after v0.7.0. How should we manage what features make it into the upcoming release?
Oskar: Start working on definition for quests for how to introduce the new weapon style skills and fighting style skills.
Oskar: Start working on main outline for Lodar/Andor quest.
Scott: Get Dev Corner quests summarized for discussion and put into tracker.