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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
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
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
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
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
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
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
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
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
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
Ask to equip newly buyed stuff ;-)
Original issue reported on code.google.com by [email protected]
on 26 Nov 2010 at 11:53
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
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
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
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
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
You should Have to give the Empty vial's to thoronil and then buy all sizes of
bomeal potions.
Original issue reported on code.google.com by [email protected]
on 2 Dec 2010 at 10:40
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
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
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
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 24 Nov 2010 at 6:18
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
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 18 Nov 2010 at 6:03
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:
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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