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IceBlinkEngine.com • View topic - Slowdive's Little Daily Blog

Slowdive's Little Daily Blog

Discuss anything in general about the IceBlink Engine + Toolset project (or anything else) here.

Re: Slowdive's Little Daily Blog

Postby youngneil1 » Fri Jan 03, 2020 2:06 pm

Sounds like really great progress there :) !

Full IB on the go is a fascinating prospect - all modules would directly work on all plattforms, from phones to desktop pc, from iOS to Windows. Amazing!
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Re: Slowdive's Little Daily Blog

Postby youngneil1 » Fri Jan 03, 2020 2:29 pm

Another nice thing is the workflow - when I try to code new stuff in normal IB I do not mess with your work and when you port new stuff from IB to IBx you can directly optimize it/fit it into the very similar, but slightly different IBx structure. IB will be a tinkerer' testbed and IBx the polished version.

Actually, I see myself falling into an adventure author's role soon, only adding code to IB once I realize I truely need new features for the actual adventure I write.
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Re: Slowdive's Little Daily Blog

Postby youngneil1 » Fri Jan 03, 2020 3:22 pm

Features that might be great to get in (see also a few older, recent posts in the IB coding tasks thread):

- wide/ultrawidesceeen support
- combat animations (already done in v182 for creatures, still to do for pc)
- combat camera smooth scrolling
- scripts for inengine cutscenes
- optional voice over for convos (even having a single narrator only jumping into different roles like a pen&paper gamemaster goes a long way in capturing player attention)
- a data sets (group variables with values and module name) that is generated on completing an adventure: this would store choices and discoveries and influence a second play through of the very same adventure (eg unlockibg different boss encounters, regions, dialogue options); a subscreen with info on unlocked secrets and nunber of playthroughs; my idea here is to have incentive to play through an adventure many times (each time it gets more challenging) and if you do it correctly, discover information that will enable even more differing playthroughs and endings; playthroughs would be with fresh parties each time and the world would be changed a bit each time; it would not be enough to just do multiple playthroughs to get to the final ending, but instead only specific choices made would eventually unlock it; like a big, layered riddle if you want :)
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Re: Slowdive's Little Daily Blog

Postby slowdive » Sat Jan 04, 2020 3:21 am

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Re: Slowdive's Little Daily Blog

Postby youngneil1 » Mon Jan 06, 2020 9:12 am

Thank you, Jer :) - I really look forward to building again.

Currently still on combat screen - just fixed two bugs (one with buttons clicked on initiative bar in case a - automatically scaled down - large or wide token is used for temporay ally in battle and another concerning the workings of encounter triggers on the list of creature token covered squares).

Edit: Oh, and I reversed combat cam a bit back to behaviour of focusing on every active actor. With scrolling and animations this looks rather cohesive and is likely worth the delay in flow of battle.
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