Andor's Trail Project Meeting #10
Posted: Tue Aug 14, 2012 9:13 pm
Andor’s Trail Project: Meeting #10
2012-08-12
Present: Scott Devaney, Stephen Stalnaker, Matthew White
1. Follow-up from last meeting:
Public Hangout, thoughts?
Need an agenda for future public meetings. Review previous meeting notes?
(mw: takenotes during the meeting- on topics to discuss with the public during the next hangout)
2. Completed since the last meeting:
All food now heal double the amount of HP compared to before, but do so over time. Potions still heal instantaneously.
Changed unarmed attack cost from 3AP to 4AP.
Shop inventories are consistent. (restocked whenever the map respawns)
Bonemeal merchant sells 70 at a time.
Town names (and some notable places) shown on worldmap.
Version changed to v0.7.0dev
Regeneration skill only has effect when not directly adjacent to a monster.
Toolbox moved to lower right hand corner, replaces old “toggle quickitems” button.
Combat bar is now animated
Savegame size reduced from ~70kb to ~15kb (will speed up a lot of things)
First version of pathfinder (with constant memory usage! only about 8kb memory usage, without any reallocations being done!), that can make monsters move towards the player. “Protect the spawnarea”/”help others” movement types.
3. Things that are being worked on:
Future quests, along with current quest elements that can be tied in with existing locations and NPC's. (pending Oskar's approval/suggestions, and additionally submitted content ~ SCS)
2012-08-09: Oskar approves.
Dev Thread!
-Matthew-
A place for forum members to post new quests! (Encourage commited contribution, rather than allow the posting of what forum members would like to see implemented in the game. A type of “Communtiy Chest” pool of contribution forum topic. ~ SCS)
Format a post for the users to complete / fill in the blanks
What we are all working on...so no one duplicates
Early Quests;
-Matthew-
Dog catcher: tutorial quest - targeting
Oromir: hides from wife / future quest
Leta: found her husband / lied to hide him
Tired Farmer is busy / needs help
(all beatles, ants & wasps?)
Different Git branches:
Oskar: I have 5 different parallel Git branches that I’m working on with right now, that are separate from the master branch. This means that these 5 feature branches may or may not be included in the release, depending on how we feel they are “completed” or not. Having these things as different branches allows us to either include or exclude each feature separately from the release, depending on how well we feel it works.
The branches are:
“conditions”: display magnitude on actor condition icons (& animations for icons)
- Looks good, some people will complain about rounds not displayed.
“item categorization”: categorize each item into a more specific category. Includes specialization and fighting-style skills. Also includes the changes to food being regenerative, since it is dependent on the item categorization.
- Need to make a list of all items in their categories.
“pathfinder”: monsters move during combat, depending on aggression types for each monster class.
- Monsters could lose a bit of AC in the beginning areas.
“v0.6.12 maps”: the new Lodar* and road* maps for v0.7.0.
- New maps look much better especially new Lodar area.
“worldmap”: display in-game worldmap based on automatic screenshots from sd-card.
-See about releasing early before 0.7.0
For each branch, what do we have left to do until we can actually release this as v0.7.0? Obviously, we have a lot left to do on the v0.6.12 maps branch, to adjust the monsters and all, but the other branches - what are the must-haves before release? (Followup discussion would be beneficial, as many contributions were made.)
4. Discussion of some forum threads/posts that people have found interesting, or want clarification on, or maybe a question answered:
Potion/Food issues: http://andorstrail.com/viewtopic.php?f=2&t=1896 (Currently being worked on, with new implementations already in place/development ~ SCS)
Option to allow users to choose english language in game.
Proposed d-pad changes: http://andorstrail.com/viewtopic.php?f=4&t=1908
TODO: Create a googlecode issue about those changes
Status Potions - http://andorstrail.com/viewtopic.php?f=4&t=1921
Actor Condition Resistance over Time, like how food is Heal over Time?
Weak Antidote heals Poison & Has a 50% Chance to prevent it for 6 rounds.
TODO: Good idea, some small ~10% chance.
Brainstorm:
~ Polish the “Flow” of the quests & game (now or later?)
how much XP per quest?
how strong are the monsters vs their location? (Radial in circumference to the Hero’s point of origination, such as home, or as following the timeline of developement implenmentation, as is currently experienced? ~ SCS)
how hard are the quests vs how rewarding?
grinding 3-12 &16-20 & 28-32?
lvl3 -l lvl12~~~running between the first two towns
(giving you something to do as you run circles about the first few grind spots)
TODO: Suggest which quests to change the exp reward in, and to how much the rewards should be. Someone could help with this!
TODO: Add more beginner quests for the next release. Summarize them in the forum post.
~ Shadow Regen - Works in Combat? Yes, we’ll keep it this way. The people that have gained that ability have certainly earned it
~ a dedicated permanent line for activity?
maybe you can scroll up & see past activity
option to hide permant text box
TODO: Oskar: Check if its possible to animate both the expansion of box and the animation when a new line appears.
TODO: Check scrolling options.
~ High Level Food - Steak sustenance x5
(add benefitial Actor Condition?)
~ add text above hero icon when it highlights (level up)
example: [LV+] or [LV UP]
Oskar will check if the implementation allows for it in an easy way.
~ help screen - inform the player that they get skills every 4 levels
(skill icon image and explanation will be added for v0.7)
- - - ( v0.7dev / balance tweak) - - -
~ lower enemies AC to keep movement during combat? - Maybe only adjust starting area if people complain.
~ make a step count?
one round in combat = 6 seconds
standing still for 6 seconds = one round in combat
every player step = one round in combat - Too many ways to "break the system" both healing and negative effects.
good effects for food & drink
really high magnitude on sustenance?
lingering resistance to negative actor conditions?
HP and Actor Conditon Potion / Food?
TODO: Someone could help with suggesting new items and conditions that can be added.
bad effects for food & drink
Intoxication - in game =)
Food Poisoning - In Game =)
Lethargy - eating “rich / fancy food”
Good idea! TODO: Someone could help with suggesting new items and conditions that can be added.
----
Snake Oil Salesman (Rare Spawns - Rare Quests)
Let’s discuss this again in meeting #11.
Man in Jail needs to move, Oromir gets caught...
TODO: Oskar: This is something we’ll most definitely do! We’ll have to make an implementation of the conversation system to allow more other NPCs to be affected than the one you’re currently talking to.
2012-08-12
Present: Scott Devaney, Stephen Stalnaker, Matthew White
1. Follow-up from last meeting:
Public Hangout, thoughts?
Need an agenda for future public meetings. Review previous meeting notes?
(mw: takenotes during the meeting- on topics to discuss with the public during the next hangout)
2. Completed since the last meeting:
All food now heal double the amount of HP compared to before, but do so over time. Potions still heal instantaneously.
Changed unarmed attack cost from 3AP to 4AP.
Shop inventories are consistent. (restocked whenever the map respawns)
Bonemeal merchant sells 70 at a time.
Town names (and some notable places) shown on worldmap.
Version changed to v0.7.0dev
Regeneration skill only has effect when not directly adjacent to a monster.
Toolbox moved to lower right hand corner, replaces old “toggle quickitems” button.
Combat bar is now animated
Savegame size reduced from ~70kb to ~15kb (will speed up a lot of things)
First version of pathfinder (with constant memory usage! only about 8kb memory usage, without any reallocations being done!), that can make monsters move towards the player. “Protect the spawnarea”/”help others” movement types.
3. Things that are being worked on:
Future quests, along with current quest elements that can be tied in with existing locations and NPC's. (pending Oskar's approval/suggestions, and additionally submitted content ~ SCS)
2012-08-09: Oskar approves.

Dev Thread!
-Matthew-
A place for forum members to post new quests! (Encourage commited contribution, rather than allow the posting of what forum members would like to see implemented in the game. A type of “Communtiy Chest” pool of contribution forum topic. ~ SCS)
Format a post for the users to complete / fill in the blanks
What we are all working on...so no one duplicates
Early Quests;
-Matthew-
Dog catcher: tutorial quest - targeting
Oromir: hides from wife / future quest
Leta: found her husband / lied to hide him
Tired Farmer is busy / needs help
(all beatles, ants & wasps?)
Different Git branches:
Oskar: I have 5 different parallel Git branches that I’m working on with right now, that are separate from the master branch. This means that these 5 feature branches may or may not be included in the release, depending on how we feel they are “completed” or not. Having these things as different branches allows us to either include or exclude each feature separately from the release, depending on how well we feel it works.
The branches are:
“conditions”: display magnitude on actor condition icons (& animations for icons)
- Looks good, some people will complain about rounds not displayed.
“item categorization”: categorize each item into a more specific category. Includes specialization and fighting-style skills. Also includes the changes to food being regenerative, since it is dependent on the item categorization.
- Need to make a list of all items in their categories.
“pathfinder”: monsters move during combat, depending on aggression types for each monster class.
- Monsters could lose a bit of AC in the beginning areas.
“v0.6.12 maps”: the new Lodar* and road* maps for v0.7.0.
- New maps look much better especially new Lodar area.
“worldmap”: display in-game worldmap based on automatic screenshots from sd-card.
-See about releasing early before 0.7.0
For each branch, what do we have left to do until we can actually release this as v0.7.0? Obviously, we have a lot left to do on the v0.6.12 maps branch, to adjust the monsters and all, but the other branches - what are the must-haves before release? (Followup discussion would be beneficial, as many contributions were made.)
4. Discussion of some forum threads/posts that people have found interesting, or want clarification on, or maybe a question answered:
Potion/Food issues: http://andorstrail.com/viewtopic.php?f=2&t=1896 (Currently being worked on, with new implementations already in place/development ~ SCS)
Option to allow users to choose english language in game.
Proposed d-pad changes: http://andorstrail.com/viewtopic.php?f=4&t=1908
TODO: Create a googlecode issue about those changes
Status Potions - http://andorstrail.com/viewtopic.php?f=4&t=1921
Actor Condition Resistance over Time, like how food is Heal over Time?
Weak Antidote heals Poison & Has a 50% Chance to prevent it for 6 rounds.
TODO: Good idea, some small ~10% chance.
Brainstorm:
~ Polish the “Flow” of the quests & game (now or later?)
how much XP per quest?
how strong are the monsters vs their location? (Radial in circumference to the Hero’s point of origination, such as home, or as following the timeline of developement implenmentation, as is currently experienced? ~ SCS)
how hard are the quests vs how rewarding?
grinding 3-12 &16-20 & 28-32?
lvl3 -l lvl12~~~running between the first two towns
(giving you something to do as you run circles about the first few grind spots)
TODO: Suggest which quests to change the exp reward in, and to how much the rewards should be. Someone could help with this!
TODO: Add more beginner quests for the next release. Summarize them in the forum post.
~ Shadow Regen - Works in Combat? Yes, we’ll keep it this way. The people that have gained that ability have certainly earned it

~ a dedicated permanent line for activity?
maybe you can scroll up & see past activity
option to hide permant text box
TODO: Oskar: Check if its possible to animate both the expansion of box and the animation when a new line appears.
TODO: Check scrolling options.
~ High Level Food - Steak sustenance x5
(add benefitial Actor Condition?)
~ add text above hero icon when it highlights (level up)
example: [LV+] or [LV UP]
Oskar will check if the implementation allows for it in an easy way.
~ help screen - inform the player that they get skills every 4 levels
(skill icon image and explanation will be added for v0.7)
- - - ( v0.7dev / balance tweak) - - -
~ lower enemies AC to keep movement during combat? - Maybe only adjust starting area if people complain.
~ make a step count?
one round in combat = 6 seconds
standing still for 6 seconds = one round in combat
every player step = one round in combat - Too many ways to "break the system" both healing and negative effects.
good effects for food & drink
really high magnitude on sustenance?
lingering resistance to negative actor conditions?
HP and Actor Conditon Potion / Food?
TODO: Someone could help with suggesting new items and conditions that can be added.
bad effects for food & drink
Intoxication - in game =)
Food Poisoning - In Game =)
Lethargy - eating “rich / fancy food”
Good idea! TODO: Someone could help with suggesting new items and conditions that can be added.
----
Snake Oil Salesman (Rare Spawns - Rare Quests)
Let’s discuss this again in meeting #11.
Man in Jail needs to move, Oromir gets caught...
TODO: Oskar: This is something we’ll most definitely do! We’ll have to make an implementation of the conversation system to allow more other NPCs to be affected than the one you’re currently talking to.