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new maps

Discussions of the development process of the game.
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Ian
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Re: new maps

Post by Ian »

First, I want to thank for the awesome ideas which have been posted so far.
These are some ideas that really fit into the tough world of AT! ;)

I have to discuss a little bit with Oskar what region I should draw next. But I'm sure it'll be Carn Tower.
sdevaney wrote:I think Carn Tower could be an interesting castle type place, not to mention there could be something worked in with Lord Geomyr and his castle.
I'm planning to release Carn Tower as a castle. At the bottom could be drawn a large dungeon with some bosses and new monsters.

@Sarumar:
If Carn Tower is a secret base for the knights of Elythom, I would glady add your rebellion camp. I'm not so sure about the traps. For example I could make a black hole which is hidden with some tiles of the layer "objects". There should be placed a mapchange area on this hole.
-After that, you are imprisoned in this hole and see almost nothing. I would draw a difficult way which leads out of the darkness.
-Or you could fall in lava and get killed. But for this the code has to be changed and
I don' t know if you can make special tiles "dangerous".
If anybody has an idea on a trap, please write me.

@buddy casino:
I love the idea of the long and the short path! ;) I'll add this idea as often as possible in difficult areas like mountains, caves or mazes!
Ambushes sound great! Maybe you can the leader of some robbers angry and then all attack you. I'll do my best at those traps/ambushes. It's nice to have some totally new ideas in AT! ;)
I actually like your suggestion with a monster on each tile. These monsters should protect something very valuable.
They shouldn't be so strong because you have to fight against at least 3 monsters!
The worldmap will be updated at every version.
Mapmaker for Andor's Trail
Lvl: 73, XP: 6655552, Gold: 327905, RoLS: -, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 2, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 58, AC: 260%, AD: 52-62, AP: 3, ECC: -, CM: -, BC: 164%, DR: 1
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Antison
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Re: new maps

Post by Antison »

Ian,

I always thought the map makers like yourself simply built the maps and left the monster selection and placement up to Oskar. Am I wrong?
"A home without a beagle is just a house"
Ian
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Re: new maps

Post by Ian »

Hello tek,

For v.0.6.12 I also created the npcs because I wanted to work a little with the content editor ;).
Mapmaker for Andor's Trail
Lvl: 73, XP: 6655552, Gold: 327905, RoLS: -, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 2, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 58, AC: 260%, AD: 52-62, AP: 3, ECC: -, CM: -, BC: 164%, DR: 1
lady black
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Re: new maps

Post by lady black »

Trap suggestion: the player steps on a trapdoor and falls into a pit. The pit is supposed to have a blazing fire, but it has died, leaving only uncomfortably warm ashes when you fall in. Some of the wood that was going to be put on the fire is stacked on the side, and luckily is just high enough that you can pull yourself out of the pit, perhaps after killing a few salamanders or something. (The pit can't be too large, or you could just stand off the side and get warm rather than burning to death in the fire.) After you are out, you can be attacked by the monster coming to add the wood to the fire. Lucky for you that he was late!
Not terribly original, but we do want the little guy to survive, don't we?
LVL 108; XP 23,138,749; Gold 1,827,209; 4/23/12
HP 130; AP 4/12; AC 328; AD 55-66; CC 9; CM 0; BC 127; DR 2
RoLS 4; RoL 2; ElyR 4; ChaR 11; GoLF 4; ShaF 4
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Ian
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Re: new maps

Post by Ian »

Good point, lady black!

I like the idea of having monsters in the trap! That would make it easier for coding! These monsters should be strong, so it's more difficult to get out of the trap.
Mapmaker for Andor's Trail
Lvl: 73, XP: 6655552, Gold: 327905, RoLS: -, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 2, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 58, AC: 260%, AD: 52-62, AP: 3, ECC: -, CM: -, BC: 164%, DR: 1
buddyCasino
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Re: new maps

Post by buddyCasino »

Ian, my intention for "one monster per tile" was to create a feeling of endless enemies rushing towards the player so that you just can't rest, heal while not in a fight or wait till negative effects expire. (There's no need for negative effects in that situation, it just came to my mind that this is a situation where time matters.) It is also a situation where you can't kill every monster but have to fight your way through while the path behind you closes immediately.
Lvl: 65, EXP: 5.130.135, 2 x ShaF, 1 x ChaR
Sarumar
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Re: new maps

Post by Sarumar »

buddyCasino wrote:Ian, my intention for "one monster per tile" was to create a feeling of endless enemies rushing towards the player so that you just can't rest, heal while not in a fight or wait till negative effects expire. (There's no need for negative effects in that situation, it just came to my mind that this is a situation where time matters.) It is also a situation where you can't kill every monster but have to fight your way through while the path behind you closes immediately.
Intresting.... can this be a true challenge for high level builds too ?
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
Ian
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Re: new maps

Post by Ian »

Hello again,
Now, I started to draw a new area!!! :)
I decided to build Mount Galmore and Undertell because I'm sure, everyone wants to finish the heartsteel quest. I also can't wait for the end of this quest! ;) (I thought, it could be finished this the heart of the demon but unfortunately I wasn't right). :cry:

Thank you again for all your nice ideas! They are really helpful and I'll add lots of them to the horrid caverns of Mount Galmore. This will be a true challenge!
Mapmaker for Andor's Trail
Lvl: 73, XP: 6655552, Gold: 327905, RoLS: -, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 2, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 58, AC: 260%, AD: 52-62, AP: 3, ECC: -, CM: -, BC: 164%, DR: 1
Sarumar
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Re: new maps

Post by Sarumar »

Some trap ideas. There are this rotworm thing, so I believe that it is possible to make some of folloving traps too.

When you step on trap tile, conversation box opens "you hear click... you are just stepped on trap" and then some choises, just like in conversation "run" "just wait" "yellow help" and then you suffer some status efeckt if you choose wrong choise.
Sarumar
..dansing left foot polka with Hirathil

Lvl 313|XP 559721474|Gold 7965188|AP 3/12|AC 516|AD 161-175|ECC 48|CM 6|BC 311|HP 591|DR 2|RoLS 3|RoL 2|ElyR 2|ChaR 45|GoLF 3|ShaF 9|SRoV 28|VSH 13|GoW 1|WMC 1
Pyrizzle
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Re: new maps

Post by Pyrizzle »

lady black wrote:Trap suggestion: the player steps on a trapdoor and falls into a pit. The pit is supposed to have a blazing fire, but it has died, leaving only uncomfortably warm ashes when you fall in. Some of the wood that was going to be put on the fire is stacked on the side, and luckily is just high enough that you can pull yourself out of the pit, perhaps after killing a few salamanders or something. (The pit can't be too large, or you could just stand off the side and get warm rather than burning to death in the fire.) After you are out, you can be attacked by the monster coming to add the wood to the fire. Lucky for you that he was late!
Not terribly original, but we do want the little guy to survive, don't we?
Love the fire trap idea! Its a good thing this lil firebug is fireproof. :lol: :twisted:
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Player Name:Pyro
Lvl:24XP:244KAP:2/10HP:80AC: 189%AD:13-21CHS:-6CM: 0BC: 20%DR:2
IF:2Reg:2FSDW:1

May Elythara bless you and light your path!

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