Andor's Trail Project Meeting #27
Posted: Mon May 06, 2013 9:31 pm
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.
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.