Coding Task List - Before IB2 Initial Release

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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Tue Jun 20, 2017 10:17 am

Very inspiring read about your plans for the trainer/exploration system, Phil :) . This will be very cool - earning special abilites or upgrades besides/instead the usual leveling path is a strong motivation for players to explore every nook & cranny. It connects these abilities more closely to the gameworld and makes them feel very special, too.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed Jun 21, 2017 9:53 am

It's a bit more tricky than I initially thought (to no one's surprise, sigh :lol: ) to get the replacement system for traits & spells right.

This is due to a whole variety of factors:
- (partially) different code paths for level up and character creation
- the "exit" button, rewinding all changes done so far in trait/spell slection screens (or delaying all definite changes till all is done)
- the consecutive nature of first trait screen, then spell screen, while an exit click on spell screen rewinds what has been done in trait screen
- the need to remove lingering permanent effects correctly
- different handling of trait and spell when it comes to detection of when which can be used (in battle, outside only, always)
- handle traits and spells automatically awarded to player to correctly, especially when the manual selection screens are never called upon (due to a lack of manually selectable fitting traits/spells)

Most of these little troubles come form my unstructured implementation of parts of these system in IB2, but I roll with my own punches here :roll: :lol: , dont worry :) .

Good thing is I also discovered some general trait related bugs I made when it comes to the level up situation.
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Re: Coding Task List - Before IB2 Initial Release

Postby Pongo » Wed Jun 21, 2017 10:00 am

I hadn't even considered any of those things! I can see how it might be difficult. Good luck. Of course, feel free to prioritise a different area if you think the effort outweighs the benefits here...
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed Jun 21, 2017 11:57 am

It will work out in the end, no worries. And it certainly is worth it, I look forward using this for my own adventures a lot, too :). I just wish I was more experienced/structured (and maybe would not need to do most of my coding in a crowded tram :lol: ) - then expanding and building on existing code would be much easier. But as this is not the end but the beginning of the road, my coding might get a bit better over time.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Mon Jun 26, 2017 7:36 am

Slower than I would wish for here right now, but almost done with the first iteration of replacable spells and traits. This will the require a lot of testing though to make sure all possible endings are tied up correctly..
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Re: Coding Task List - Before IB2 Initial Release

Postby Pongo » Mon Jun 26, 2017 9:18 am

Great work Karl. I'm happy to get stuck into testing spells and traits when you upload the new version. I had an idea for a short, cartoony horror module that I might try to knock up quickly* with it.

* subjectively quickly, anyway
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Re: Coding Task List - Before IB2 Initial Release

Postby zach_holbrook » Wed Jun 28, 2017 2:04 am

A note of encouragement from me! I've been impressed by all the work you've been putting into IceBlink.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed Jun 28, 2017 7:10 am

Thank you a heapload, Phil and Zach :). Any new modules are more than welcome, as is all feedback from testing out stuff :D . Still slower here than I would like to be, but I guess that's normal with hobby development. I have set up a little testing exp giver here and just replaced the first trait after leveling up and choosing a higher tier of the same trait , yeah :) . So we are on a good track, but I already see at least one bug to fix/omission to fill (the replaced trait appears as choosable on next level up again and is also shown on info screen as available for selecting; will likely do a list on palyer object that stores all traits/spells that have been repalced and blocks those for level up/info screens).

I might stick a bit to this area of work and afterwards deal with some these topics (while my mind is around these code sections):

- more roster control (so it's not always accessible, but maybe only in tavern/homebase/etc.)
- reset trait and spell choices (ie respec option)
- double check that info shown on party screen takes all new effects/traits into account
- better graphic indicators for already learned and availabe trait (red and yellow frames right now)
- on portrait little icon, maybe a "+" sign, indicating level up is available (from main screen)
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Fri Jun 30, 2017 7:01 am

Could smuggle in a bit more development time finally - the omission I described above (replaced traits/spells still shown as available for re-selection) should be fixed now. I still have to test the fix though ;) ...
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Sun Jul 02, 2017 9:39 pm

I replaced permanent effect traits successfully, too, now (like a trait with strength+2 replaced by another one with strength +4).

Furthermore, the system will allow to have "alternative" traits, which replace each other. This way players will have to make choices from time to time, forsaking one trait to gain another.
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