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Andor's Trail Project Meeting #27

Posted: Mon May 06, 2013 9:31 pm
by sdevaney
Andor’s Trail Project Meeting #27
2013-05-05
Present: Oskar Wiksten(oskar.wiksten), Scott Devaney(sdevaney), Stephen Stalnaker(ctnbeh13), Ian Haase(Ian)

1. Follow-up from last meeting:
Go over previous meetings TODO’s.

TODO: Oskar: Comment on the patch for issue #60.
http://code.google.com/p/andors-trail/i ... tail?id=60

2. Completed since the last meeting:
Community quests are being picked to decide which go into v0.7.0 Scott will get with Ian about any maps.

3. Things that are being worked on:
Tomcat working on worldmap alignment and the Stoutford maps.
Lodar and Charwood quest lines being developed.

Meirerion’s quest with Elythara nearly ready.
TODO: Oskar: Discuss the quest with Meirerion.

TODO: Oskar: Setup Ian with git access.

4. Discussion of some forum threads/posts that people have found interesting, or want clarification on, or maybe a question answered:
elyr boost:
http://andorstrail.com/viewtopic.php?f= ... =50#p32204
We’ll introduce more new items with the coming release, that will be even better than the Elyr.

effect only outside:
http://andorstrail.com/viewtopic.php?f=4&t=3547
Good idea! We could use the “outside” property to trigger that.

Some lower level quests:
http://andorstrail.com/viewtopic.php?f=4&t=3313&start=0
Great ideas, PK17!

turn npc hostile:
http://andorstrail.com/viewtopic.php?f=4&t=3610
Good idea! Can actually be done today: Use a faction on the NPCs that should be made hostile - and make a conversation that changes the player’s faction rating to something negative.

Bug with the 10 swords quests - you need to do the Vilegard quests before you can actually turn in the 10 swords to the Vilegard smith.
TODO: Anyone: Add as issue to the issue tracker

5. Open Discussion:
Traps: we can actually already today give the player actor conditions when stepping on certain tiles - use a sign area that pops up a conversation, which in turn can introduce an actor condition

In-depth pathfinding article: http://www.gamasutra.com/view/feature/1 ... hp?print=1

Modular level design article:
http://blog.joelburgess.com/2013/04/sky ... -2013.html

6. What should we have ready for the next meeting?
Oskar working on conversations for Lodar and Charwood quests.
Scott will continue to work on the one or two community quests.

Re: Andor's Trail Project Meeting #27

Posted: Tue May 07, 2013 12:12 am
by cccd3cpt
Finally getting back at AT now that I'm less busy.

Here's something I found interesting.
Getting excellent reviews from BB users but the reviews are also pretty good and well formed like this one:
This is an extremely fun game at first will remind you of the super Nintendo zelda legends of time, BUT then u want to go gain xp and every time u die it removes way more then u gained in the last 2 rounds -_- very disheartening since money is hard to come by and things cost to much!
Maybe we should incorporate modes? [ie easy, medium, hard]

Re: Andor's Trail Project Meeting #27

Posted: Tue May 07, 2013 12:25 am
by Pyrizzle
That suggestion has come up many times before.

Here is a link to a discussion on "easy Mode"
http://www.andorstrail.com/viewtopic.php?f=4&t=1132

Re: Andor's Trail Project Meeting #27

Posted: Tue May 07, 2013 4:54 am
by Thystonius
There's already too many easy games... but if the market is there :-) I skip easy and normal mode in most games

Re: Andor's Trail Project Meeting #27

Posted: Tue May 07, 2013 5:01 am
by Pyrizzle
Thystonius wrote:There's already too many easy games... but if the market is there :-) I skip easy and normal mode in most games
I have seen arguments for both easier and harder, deciding if either of them would fit into the game would be a decision that would need to be made further into development so we can get a feel for what the difficulty level of the game will be.

Thy: I do the same, most games "normal" or "easy" modes are waaaaay too easy.
There are definitely some games where doing that can mean an untimely demise.

Re: Andor's Trail Project Meeting #27

Posted: Tue May 07, 2013 6:04 am
by nyktos
i like when i die in an RPG,
they make them too easy nowadays...

:evil:

give me a challenge!!!

:twisted:

Re: Andor's Trail Project Meeting #27

Posted: Wed May 08, 2013 12:48 am
by cccd3cpt
Thanks for the link Pyro, I hadn't seen that.

But yea, I'm getting what you guys mean but nonetheless, if some people are finding it challenging and that to an extent that they loose interest in the game, it'd be nice to incorporate an easier mode. We've definitely got to keep the level where it is right now for sure as most people love it like this but maybe the modes are something to think about.

Re: Andor's Trail Project Meeting #27

Posted: Wed May 08, 2013 1:19 am
by Pyrizzle
No worries! That's what i am here for.

Happy Hunting Uzahoor10[SA]!

Re: Andor's Trail Project Meeting #27

Posted: Wed May 08, 2013 11:41 am
by only1doug
uzahoor10 [SA] wrote:Thanks for the link Pyro, I hadn't seen that.

But yea, I'm getting what you guys mean but nonetheless, if some people are finding it challenging and that to an extent that they loose interest in the game, it'd be nice to incorporate an easier mode. We've definitely got to keep the level where it is right now for sure as most people love it like this but maybe the modes are something to think about.
unfortunately the people who rage quit because they can't progress are also likely to be bored of the game once they have completed all of the quest content (a rapid process if there was an easy mode), I support keeping a single mode of difficulty, the player should just go somewhere else to grind a few levels for better stats and gear.

BWM cabin and bed: I know there is an existing warning but perhaps it should be amplified... before the bed can be used the first time a skeleton has to be removed from the bed, clutching a note that says "don't rest here".

Re: Andor's Trail Project Meeting #27

Posted: Fri May 10, 2013 7:48 pm
by sorrow
So is there a new version up? Been gone for a while