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andors-trail's Issues

Hit and run possible to kill without need to defend.

Although it makes me really good, this needs to improved.

1) Attack some monster with 4 APs and flee with 6 APs
2) go to (1) until monster dies.

Improvements that could be done:
a) In 10-30% let the monster make the first hit of an attack initiated by you.
b) Let monsters decide more often to attack you if you are on an adjacent 
field. Currently I could do a dungeon by ignoring almost 50% of the monsters, 
because they are not agressive.
c) improve both ;-)

Original issue reported on code.google.com by [email protected] on 26 Nov 2010 at 10:42

Implement Fog-of-war

Would be nice to be able to have some way per map to enable
and disable whether the user initially sees the whole map or need to
explore it to see it.

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 10:02

Have to attack some monsters twice

I cannot attack some monsters, because they tell me something. (for example "Go 
away")

I have to attack them a second time to actually attack them.
Could you provide a button "attack" to the message of the monster.

Its ok for bosses, but the monsters at the barn are annoying. There are around 
5-7 monsters that have to be attacked twice.

Original issue reported on code.google.com by [email protected] on 26 Nov 2010 at 10:34

Balance the item store costs

Currently, all items have a fixed selling and buying price per item type that 
is defined in the item editor. These prices differ a lot, and currently feel 
like they are set rather arbitrarily.

I think we should look into getting some formula to calculate what the item 
cost should be, to make the item costs more consistent.

The parameters to weigh in when determining an item's cost are:
HP gain (potions)
Attack Cost AP modifier (or AP cost for weapons)
Attack Chance modifier
Critical Chance modifier
Critical hit multiplier
Damage potential (range)
Block chance
Damage resistance
Item type (weapon/wearable/potion/other)

Original issue reported on code.google.com by [email protected] on 29 Nov 2010 at 8:02

Auto end combat

A combat should end automatically when I move out of sight of every monster.
Currently I have to choose "end combat" or click on the screen.

Original issue reported on code.google.com by [email protected] on 2 Dec 2010 at 8:01

Drag to equip

Currently you can only equip stuff by longclicking it or equipping from the 
item info screen. Would be nice to be able to drag items from inventory to 
equip. This could make it easier for some players to understand how to equip.

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 10:24

end combat button has no effect

When I am in an combat, on the top right corner is a button "end combat". 
Clicking it has no effect - the game says, that there are "adjacent monsters". 
Well - so a combat with an stronger enemy ends inevitable in death. VERY 
annoying! I would expect a chance to run away. 

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 7:37

Introduce weight limit

You could introduce a "soft" weight limit by reducing available AP when 
carrying more items.

Perhaps it should only be reduced to 6 AP as you need 6 AP to move.
Perhaps this table should be a good base of the reduction:

items carried  AP
-------------  --
0-15           10
15-30           9
30-45           8
45-60           7
60-75           6

The items equipped are not "carried" ones.
There could be a skill improving the number of items carried

Original issue reported on code.google.com by [email protected] on 26 Nov 2010 at 10:54

Multiplayer!

Things one could do with multiplayer:
 - compare game state (Hey I'm level 17)
 - bartering items
 - do fights together
 - or against each other (training or to play for gold / items)
 - communicate: "I'm stuck at quest x. Could anyone help me?"
 - ...

Just dreaming... ;-)

Original issue reported on code.google.com by [email protected] on 2 Dec 2010 at 8:54

Item reward from quests

Rewards from quests can currently only be "keys" (used in other dialog or 
reaching certain map parts) gold or exp. It would be nice if a reward could be 
an item. This requires some change to the dialog system and possibly the dialog 
editor.

Either we could make it so that the reward is a droplist, or a specific item. 
Using a droplist whould probably make it more flexible since it could include 
several items and possibly a dropchance factor if required. 

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 10:24

Add the possibility to find items in containers in the world

We should add the possibility of finding items in containers in the world. This 
could increase the importance of actually travelling to some maps and places.

I'm thinking we extend the map triggers to also include places where the player 
gets the result of a droplist. This way we can make the items random or 
predefined, and reuse the droplists (for "junk" containers etc.)

Original issue reported on code.google.com by [email protected] on 1 Dec 2010 at 9:34

some thoughts about the game

Just some general thoughts:

Moving is sometimes a pain in the ass! I tap on a place, where I want to move 
to but nothing happens. Just because there is a tree in the way. I understand 
that implementing a pathfinder routine is rather difficult. But on small 
devices like smart phones an with rather inprecise touch screens I think that 
it is necessary.

Similar problem: moving "one screen up". The point where I have to tap is just 
one millimeter under the status line of the android system. Switching the game 
into full screen could help a little. But I think it would be better to switch 
a bit sooner to the next screen (not on the last tile but two tile sooner).

It would also be nice to show, if I can move "one screen further" or if I am at 
the end. Sometime I don't know if I can't move becouse there is an obstacle or 
becouse I am at the end of the screen.


Buying things would be much easier if I could easily compare the equipped item 
with the one in the store.

It would be cool to have a "quick use" button where I can put a potion or some 
food. Therefore if I need HP I don't have to tap through various menues.

Original issue reported on code.google.com by [email protected] on 26 Nov 2010 at 9:39

Chance to hit monster should be nonlinear

The current combat system works roughly as follows:

1) Determine X = (attacker's attack chance) - (target's block chance)
2) Roll a 100-sided dice.
3) If the dice value is less than X, the attack is a miss.
4) Otherwise, it's a hit. Determine damage.

This can lead to situations where neither the monster nor the player can hit 
each other, which is frustrating for the players. This is a purely linear 
function on AC (attacker's attack chance) and BC (target's block chance). 
Instead, we should consider some nonlinear function to determine hit/miss 
depending on AC and BC.

See issue #19 for one suggestion of an asymptotic function.

Original issue reported on code.google.com by [email protected] on 23 Nov 2010 at 10:18

character dialog cuts off in landscape mode

What steps will reproduce the problem?
1. Engage dialog with a character in landscape mode 
2.
3.

What is the expected output? What do you see instead?
Expected to either have all of the dialog displayed, be able to scroll down 
through the dialog, or click next to view the remainder of the dialog.

What happens is that in landscape mode only, the full dialog is not displayed, 
and clicking next does not display the missing dialog.  No scroll ability is 
available.

What version of the product are you using? On what operating system?
Android G1, latest version.


Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 29 Nov 2010 at 8:39

Compare store items to the items that are equipped

Buying things would be much easier if I could easily compare the equipped item 
with the one in the store.

This would be applicable to both items that are equipped and items in the 
player's inventory.

Original issue reported on code.google.com by [email protected] on 29 Nov 2010 at 9:44

Gruil needs item again and again.

Gruil in the first city wants to tell me about my brother if I give an item. 
But he forgets about it and I can give it to him over and over again.

Original issue reported on code.google.com by [email protected] on 26 Nov 2010 at 10:47

Better way to determine amount of experience given from monsters

We should look into changing how to determine the amount of experience given 
from monsters. Currently, the amount of experience if purely determined from 
the monster type. Each monster type has a fixed amount of experience determined 
in the monster editor (more info on that editor soon).

One suggestion is to introduce an automatic function that determines the amount 
of experience given based on how tough the monster is. That way, killing 
tougher monster would automatically yield more experience without any need for 
manual adjustment in the monster editor.

I still want to keep the option of manually specifying the experience per 
monster type though. Bosses should give more experience than normal monsters, 
and "annoyance"-monsters should give less.

Original issue reported on code.google.com by [email protected] on 23 Nov 2010 at 10:10

attack button is rarely disabled (enough AP available)

What steps will reproduce the problem?
1. attack a monster (or get attacked)
2. attack button is rarely disabled (there are enough AP available)
   there is no auto attack either

What is the expected output? What do you see instead?
Enabled attack button to attack

What version of the product are you using? On what operating system?
HTC Wildfire 0.6.4

Please provide any additional information below.
As there is no way to avoid battle I die and afterwards I can play normally.

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 7:54

Place to store items that you want to keep

It would be nice if we had some place where the player can store items that 
should be kept. Either as a vault or "home" where the player can place items 
that will not be removed.

At the moment however, all items on the ground are stored in the savefile. So 
for now, any place will work :) But that might change in the future.

Original issue reported on code.google.com by [email protected] on 26 Nov 2010 at 1:47

Combat bar's background extends too much after a battle

What steps will reproduce the problem?
1. Get into a few fights with animals
2. From time to time, rather rarely you'll get the effect that's visible on the 
attached image 

What is the expected output? What do you see instead?
Too much gray bg.


What version of the product are you using? On what operating system?
2.1 Update1; latest version of game up to date today, now.

Please provide any additional information below.

Can't wait for the map to be larger, keep on working on this, really like it 
and it's great fun!


Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 10:08

Attachments:

Items with passive- or skill modifying effects

1) Items giving HP
2) Items that give special bonuses if equipped together (boots, gloves, armor, 
helmet of the same type)
   example:
   10% AC if 2 are equipped
   20% AC if 3 are equipped
   40% AC if 4 are equipped (additionally to the block chance)
3) expensive Amulet of additional AP
4) speedy gonzales boots (reduced Move cost to 2 or 3 to escape)
5) amulet of XP multiplication
6) cheap but powerful items that could only be used for 3 levels (from the buy 
time on) - after it they are useless or loose power.
7) ring of getting more gold for monsters

Original issue reported on code.google.com by [email protected] on 25 Nov 2010 at 1:47

promote the wiki and its useful pages.

The combat/flee page in the wiki is very well written, make sure you link it 
from the game.

The first point for help should be the wiki and the second one the issue 
tracker.

Original issue reported on code.google.com by [email protected] on 26 Nov 2010 at 11:52

Beta test new version - v0.6.6

I think we should release v0.6.6 to Android Market soon. The new maps have 
mostly been completed, and there are a lot of other good changes to the game 
that should make it more enjoyable for the players.

Before we can release it to Android Market, I would like some help beta testing 
the new version. 

You can find the latest beta build here:
http://code.google.com/p/andors-trail/downloads/list

Please give it a try on your device or emulator and reply with any issues that 
you find.

Changelog for v0.6.6 from last version (v0.6.4):
 - Updated movement system (drag to walk)
 - Updated chance to hit combat calculation (now it's easier to hit)
 - 29 new maps, including Fallhaven to the east of Crossglen village.
 - A lot of updated dialog for all people in Crossglen.
 - Several new quests
 - Balanced experience rewards for some monsters
 - Preferences to select which dialog boxes to show (for example, the confirm attack dialog box)
 - Changed the wording of "End combat" message to make it clearer how to flee
 - Fixed bug of double item pick-up

Original issue reported on code.google.com by [email protected] on 26 Nov 2010 at 2:16

Dialog Reset Potrait to Landscape/Landscape to Potrait

What steps will reproduce the problem?
1. Start a conversation with an NPC
2. Hit Next a few times
3. Change orientation of device

What is the expected output? What do you see instead?
Dialog should continue from where it was left off before screen rotation. 
Instead dialog resets.

What version of the product are you using? On what operating system?
0.6.6 Android 2.2

Please provide any additional information below.


Original issue reported on code.google.com by The2ndclory on 30 Nov 2010 at 2:46

Let monsters drop good items sometimes

Currently monsters do never drop any good items that I would consider to keep. 
(beside healing potions)

So let them drop items *sometimes* that are expensive and do not exist in shops.

I would like to consider if I should keep my boots with "7%" block chance or 
take some boots with 5% block chance and a 20% chance to get more gold or XP.

Original issue reported on code.google.com by [email protected] on 29 Nov 2010 at 1:25

landscape orientation

What steps will reproduce the problem?
1. Launch the app
2. Go into character stats/equipment
3. Turn your device into landscape mode

What is the expected output? What do you see instead?
The information from potrait mode doesn't get shown in landscape. I would have 
expected to be able to scroll down but am unable.

What version of the product are you using? On what operating system?
0.6.2 on android 2.2

Please provide any additional information below.


Original issue reported on code.google.com by The2ndclory on 18 Nov 2010 at 4:40

Provide a quest screen

The new town Fallheaven has an disadvantage. Its very complex and hard to 
memorize all open quests. You should provide a open quests page, just saying 
one sentence about the next step of the quest.

Original issue reported on code.google.com by [email protected] on 26 Nov 2010 at 10:45

FC moto milestone

What steps will reproduce the problem?
1. opening/closing keyboard on motorola milestone (not always)
2.
3.

What is the expected output? What do you see instead?

FC, cant continue from previous levels, FC loop :(

What version of the product are you using? On what operating system?

latest one up to this date

Please provide any additional information below.

love the game, shame i cant play becasue i get the FC :( fix please, good luck 
with the development

Original issue reported on code.google.com by [email protected] on 18 Nov 2010 at 8:57

minor grafic errors when move/attack

sometimes I get minor grafic errors when i am moving a bit ot attack a monster. 
it seams that the tile where i moved from gets copied to the target tile. the 
effect may be that i see my hero twice. or that a "grassland"-tile gets copied 
into a "wood"-tile. the effect is only temporarly - after the next move 
everything is okay.

i haven't found a relyable way to reproduce the problem, but it occurs only 
before an attack (until now...).

Original issue reported on code.google.com by [email protected] on 1 Dec 2010 at 9:09

Attacking and selecting monsters larger than 1x1

When spawning monsters larger than 1x1, the attack selection position and 
attack animation is not working as expected. 

Enable debug resources (in the code) and use the spawn button to see the bug.

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 10:03

Hold or drag to walk

The movement system needs to be improved. Currently the hero moves when there 
is a onDown-event, or by using the directional keys. Would be nice if we could 
implement movement by holding or dragging instead.

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 10:09

Do not remove Bosses from dungeons

I do the dungeons many times for testing and leveling. (Got lvl 15 and 12k 
gold) - I need a new savegame slot to test lower levels btw ;-)

It would be nice if it still would contain its boss, even if the original quest 
is over. (or an alternative or random boss)

Original issue reported on code.google.com by [email protected] on 29 Nov 2010 at 1:18

Difficulty ramdom at hight levels

What steps will reproduce the problem?
1. When your character get to Level 13 or so everyting is easy sevral monsters 
keep a hard or very hard status namely Rabid fox claims to be very hard     
2.The baskilith Claimed to be very easy but kill me in two hits   


What is the expected output? What do you see instead?


What version of the product are you using? On what operating system?
V 6.6 on android 2.1 

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 2 Dec 2010 at 9:19

User feedback when using items

There is currently no feedback when an item has been used from the inventory. 

Would be nice to show a toast (quick message) for example "Potion used, you 
gained 5hp".

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 10:04

Multiple save slots

The load&save system should be extends to allow the player to use several 
different slots for save games. The code is already somewhat prepared for 
working with any file, we only need to select different filenames when saving 
to a different slot and some way of showing this in the user interface.

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 10:26

Implement a spell system

What spells should we have? 
Offensive/defensive?
How should the interface be?
Animation effects?

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 10:11

Implement a skill system

It would be really nice to have some skill system implemented for the players 
to gain advanced features. Every third level or so the player should be able to 
choose a new skill. Some skills should only be available when a certain level 
has been reached.

Ideas for skills to implement:
Increased weapon chance
Increased weapon damage
Better shop prices
Increased dodge chance
Damage resistance
Higher chance of critical hit
Higher multiplier for critical hit
More Action points per turn
More gold dropped from monsters
More exp from killed monsters
Cleave: When a monster has been killed, AP is restored to max
Corpse eater, +1hp for each kill
Berserker, better attack dmg when health <= 20%
Increased fortitude, gain +2hp every level up


Some work on the skill system has already started, but it needs to be 
completed. There are placeholder on the player object to store this 
information, but not a lot more has been completed.

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 10:00

Random dungeon generator

If we somehow could automate the process of generating dungeons, we could use 
it either in-game to create dynamic dungeons, or we could use it as a pre-step 
to the map editor. This could reduce the total effort required to create new 
maps. 

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 10:09

fast tap level up button for multiple lvl ups

What steps will reproduce the problem?
1. Leveling up and tapping the button really fast.(I've only gottn 2 lvlups per 
lvl)
2.
3.

What is the expected output? What do you see instead?
The level up options open twice so when you click one the next comes up behind 
it

What version of the product are you using? On what operating system?
Most recent update. Samsung moment. Android

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 1 Dec 2010 at 7:55

Overview map

It would be nice to have an in-game map of the world. Places that you've 
travelled to and their geographical relation to each other.

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 10:08

Quickitems

It would be nice to have quick access to usable items such
as potions or food. For starters, maybe a button to quickly access all
usable items?

In the future this could also be applied to temporary
skills and spells.

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 10:01

Task for snake boss

Mabey I am wrong But i don't see a task for the snake cave I just Stumbled on 
the cave.  I There is the Task to bring the poison gland mabey After you bring 
back the posion gland You have to Fight the snake boss.         




Original issue reported on code.google.com by [email protected] on 2 Dec 2010 at 10:31

Force monsters to attack faster

When doing long battles, it should be possible to speed up the monsters' 
attacks by tapping the screen. This way you could speed up long battles 
considerably.

Currently, you have to wait for the monster attack duration (or miss duration) 
to complete before either the monster or the player can attack again. When 
doing long battles, this amount to a lot of time, which could be shortened.

Original issue reported on code.google.com by [email protected] on 26 Nov 2010 at 1:49

HP Bar

What steps will reproduce the problem?
1. Start in portrait mode
2. Switch to landscape
3. Switch back to portrait

What is the expected output? What do you see instead?
Even though HP is full and in the initial portrait mode th HP bar was full 
switching to landscape shows the HP bar as a fraction of full even though the 
actual HP is full.

What version of the product are you using? On what operating system?
0.6.4 on Android 2.2

Please provide any additional information below.
Not sure if this issue also affects the Level Bar as I have no Level points.

Original issue reported on code.google.com by The2ndclory on 19 Nov 2010 at 1:27

Tutorial or explanation of the combat system

We need some way to teach the player how to equip items and how combat works. 
 - What is "action points"
 - What are "turns" 
 - How do you flee from combat. 

This could be either as an in-game character that the player can ask, or 
incorporated in some quest, or a pre-step before you start the "real" game.

Original issue reported on code.google.com by [email protected] on 20 Nov 2010 at 10:12

Game displays too large area on tablets

When playing the game on an Android 7in tablet, the world view shows too much 
of the map. For example, in Crossglen you can see all the way from your house 
down to the smithy.

Displaying that much of the map causes the tiles to be very small, which makes 
it difficult to click as precisely as if the tiles are normal sized.

Instead, the display on tablets should be identical to the display on a smaller 
device, but just upscaled.

Original issue reported on code.google.com by [email protected] on 1 Dec 2010 at 7:09

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