Andor’s Trail Project Meeting #13
Posted: Sun Sep 23, 2012 9:24 pm
Andor’s Trail Project Meeting #13
2012-09-23
Present: Oskar Wiksten(oskar.wiksten), Scott Devaney(sdevaney), Stephen Stalnaker(ctnbeh13), Matthew White(Nyktos), Brent May(Pyrizzle), Ian Hasse(Ian)
1. Follow-up from last meeting:
Matthew:
* tried to visit the chat room more often...
*we had a lot of great brainstorm ideas last meeting that are being worked on.
*and... Collaborate anyone?
2. Completed since the last meeting:
v0.6.12a released. Summarized input so far? Anything we should change?
Graphical errors on some installs.
TODO: We need to find a way to reproduce this problem. (logcat)
Matthew: Maps from the game are being brought into the Gallery on our device, they should not do this. Thank you Kruncha!
TODO: Oskar: Create a file named “.nomedia” in the same directory as the worldmap png files.
3. Things that are being worked on:
Flare - http://flarerpg.org/
Also made with Tiled and a great open-source game. Maybe we should blog and have a main page too?
Explain changes to forums.
*~Dev. Corner Thread - Made Private.
[we can talk openly without worrying about public seeing things they don't want to]
People can apply...
*~Development Thread - Kept it Public (moved relevant threads from Dev. Corner)
[people who lightly contribute, or just want to talk can browse & post here - like normally]
4. Discussion of some forum threads/posts that people have found interesting, or want clarification on, or maybe a question answered:
More AI - http://andorstrail.com/viewtopic.php?f=10&t=2078
Check document “Split, flee & heal logic”.
People want to know how evasion will be changed in regards to new mob AI.
TODO: Oskar: Could we change the monsters that outside of combat always move towards the player into not moving towards the player based on some % chance (that is based on evasion skill)
Combat bar animation - some people seem to not like it or toolbox.
TODO: Oskar: add a setting to disable all animations.
Show magnitude/duration shown on the actor condition icons.
Magnitude is the dangerous one, and more important to the player.
5. What should we have ready for the next meeting?
Matthew: An Agenda for Ian?
Ian will continue working on the road to Mount Galmore, with a swamp region (that ties into a quest that Matthew does), and some caves.
TODO:Scott: Generate logcat for graphics glitch.
Brainstorm:
How should we show the quickslot bar? Some people want to hide/show it by just one keypress.
TODO: Oskar: Check if we can create/find cobweb tiles for Ian. One tile with a circular cobweb and one tile with cobwebs that hang from the ceiling.
Idea: can we add an item stat that reduces AP cost of using items?
TODO: Oskar: check if we can add a darkness layer to maps (caves/dungeons), so that the map files don’t have to contain shadow-y tiles.
TODO: Oskar: Check if we can add skill levels by equipping items.
TODO: Oskar: Check if we can put {playername} in the item name.
Matthew:
*Skill Categories & Skill Trainers
*Possibly eliminate : “Dagger, Sword, Axe & Bludgeon Proficiencies”?
[ just those four skills, specifically... OR double the AC bonus & add an AD bonus?]
Option: make the fighting style skills have one of the itemtype skills as prerequisite.
Option: make the item type skills as quest rewards.
Option: connect this with the item usage somehow
Option: connect this with the kill stats of monster types somehow
TODO: Scott: look into some project mgmt software. We need to keep track of the things that we are working on, and the status of each “thing”.
2012-09-23
Present: Oskar Wiksten(oskar.wiksten), Scott Devaney(sdevaney), Stephen Stalnaker(ctnbeh13), Matthew White(Nyktos), Brent May(Pyrizzle), Ian Hasse(Ian)
1. Follow-up from last meeting:
Matthew:
* tried to visit the chat room more often...
*we had a lot of great brainstorm ideas last meeting that are being worked on.
*and... Collaborate anyone?
2. Completed since the last meeting:
v0.6.12a released. Summarized input so far? Anything we should change?
Graphical errors on some installs.
TODO: We need to find a way to reproduce this problem. (logcat)
Matthew: Maps from the game are being brought into the Gallery on our device, they should not do this. Thank you Kruncha!
TODO: Oskar: Create a file named “.nomedia” in the same directory as the worldmap png files.
3. Things that are being worked on:
Flare - http://flarerpg.org/
Also made with Tiled and a great open-source game. Maybe we should blog and have a main page too?
Explain changes to forums.
*~Dev. Corner Thread - Made Private.
[we can talk openly without worrying about public seeing things they don't want to]
People can apply...
*~Development Thread - Kept it Public (moved relevant threads from Dev. Corner)
[people who lightly contribute, or just want to talk can browse & post here - like normally]
4. Discussion of some forum threads/posts that people have found interesting, or want clarification on, or maybe a question answered:
More AI - http://andorstrail.com/viewtopic.php?f=10&t=2078
Check document “Split, flee & heal logic”.
People want to know how evasion will be changed in regards to new mob AI.
TODO: Oskar: Could we change the monsters that outside of combat always move towards the player into not moving towards the player based on some % chance (that is based on evasion skill)
Combat bar animation - some people seem to not like it or toolbox.
TODO: Oskar: add a setting to disable all animations.
Show magnitude/duration shown on the actor condition icons.
Magnitude is the dangerous one, and more important to the player.
5. What should we have ready for the next meeting?
Matthew: An Agenda for Ian?
Ian will continue working on the road to Mount Galmore, with a swamp region (that ties into a quest that Matthew does), and some caves.
TODO:Scott: Generate logcat for graphics glitch.
Brainstorm:
How should we show the quickslot bar? Some people want to hide/show it by just one keypress.
TODO: Oskar: Check if we can create/find cobweb tiles for Ian. One tile with a circular cobweb and one tile with cobwebs that hang from the ceiling.
Idea: can we add an item stat that reduces AP cost of using items?
TODO: Oskar: check if we can add a darkness layer to maps (caves/dungeons), so that the map files don’t have to contain shadow-y tiles.
TODO: Oskar: Check if we can add skill levels by equipping items.
TODO: Oskar: Check if we can put {playername} in the item name.
Matthew:
*Skill Categories & Skill Trainers
*Possibly eliminate : “Dagger, Sword, Axe & Bludgeon Proficiencies”?
[ just those four skills, specifically... OR double the AC bonus & add an AD bonus?]
Option: make the fighting style skills have one of the itemtype skills as prerequisite.
Option: make the item type skills as quest rewards.
Option: connect this with the item usage somehow
Option: connect this with the kill stats of monster types somehow
TODO: Scott: look into some project mgmt software. We need to keep track of the things that we are working on, and the status of each “thing”.