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IceBlinkEngine.com • View topic - Engine Ideas/Suggestions

Engine Ideas/Suggestions

Report any bugs or ideas/suggestions that arise during testing of the Alpha Build Version 1

Re: Engine Ideas/Suggestions

Postby youngneil1 » Sun Jan 06, 2013 6:50 pm

[wrong support forum; reposted]
1. Game crashes with really high exp numbers (when not anymore on xp table I guess).
2. Ranged weapons who are asigned area damage don't do area damage.
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Re: Engine Ideas/Suggestions

Postby youngneil1 » Sun Jan 06, 2013 7:29 pm

It would be very nice if at least wounded mosnters would heal back to full strength when the party has fled combat. Otherwise it will be too easy to simply wear down the enemy. Idealy also slain monsters from an encounter that was interruppted by fleeing could be replensihed (perhaps after a certain amount of time, once that time component is implemented). To prevent exp farming, once slain, now replensihed monsters would give no exp on their "second" death. Could all be optional via check boxes for the specific encounter (monster health restore on flee yes/no, revive fallen monster on flee no/yes, after XXX time units, xp for revived monsters yes/no).
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Re: Engine Ideas/Suggestions

Postby youngneil1 » Wed Jan 09, 2013 5:56 pm

It would be great if in the character creation screen the boni resulting from the attribute would also be displayed (i.e. a fourth column called perhaps "effect", like "Str: 18 (base) + 0 (race modifiier) = 18 (result) +4 (effect)"). Later on this would ideally be combined with a tooltip (best On MouseOver) describing which checks/situations (e.g. bonus to melee damage rolls) are actually affected by this.
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Re: Engine Ideas/Suggestions

Postby youngneil1 » Wed Jan 09, 2013 5:59 pm

Using ranged weapons or casting in melee range should have either penalties (minus to hit in case of ranged, fumble chance in case of magic) and/or even better trigger attacks of opportunity. Might also go to tactical combat thread actually.
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Re: Engine Ideas/Suggestions

Postby Lurking Grue » Fri Jan 11, 2013 11:48 pm

Here's my very rough sketch of a possible inventory UI. (I did it very fast, so be lenient.) With a little tweaking this UI could be used for both inventory systems, party inventories and individual inventories. It's pretty late here, so I'll only give a short explanation now (I guess it's pretty self-explanatory anyway).

Image

When using individual inventories, only the active/chosen PC's equipped gear and carried stuff is shown. PCs are chosen from the upper left corner and items can be swapped between party members via these portraits (drag and drop). When using party inventory, only the equipped gear is PC specific (d'oh!), while the carried stuff area shows the shared party inventory. Encumbrance is not relevant with party inventories, so something else would be shown in the ENC box then.

The equipped items area needs to be text only, as any "paperdolls" or PC silhouttes with equipment slots would not work well across genres (as said on the pic, but also, what if I want to make a module where all PCs are dinosaurs or sentient tanks, any hard-coded human silhouette or paperdoll would simply not do) nor would it mesh with items without icons. It needs to be "prettied up" a bit, with nicer fonts and colors, but... yeah, you get the point.

I'll hit the sack now. I'll return to this in a few days - out of town tomorrow, so won't be checking the forums until Sunday evening. Until then! Have a good weekend y'all! :)
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Re: Engine Ideas/Suggestions

Postby slowdive » Sat Jan 12, 2013 6:37 am

Looking great, Grue! I just updated the object classes for PCs and NPCs/Creatures to include eight equiped item slots. I currently have the properties labeled as head, neck, body, mainHand, offHand, ring1, ring2 and feet. Of course, those are just the property names and the UI labels should be customizeable by the author to fit their setting. Now I just need to add item inventory to the CharBase class and item weight to the Item class.
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Re: Engine Ideas/Suggestions

Postby youngneil1 » Sat Jan 12, 2013 8:45 am

Excellent job on the inventory screen, Grue! Very cool that the same design will fit the party inventory and individual inventory model. I also like the quantity indicators coming in. And good thinking about not using paper doll (character silhouette too limiting, need for icons). The scroll bar for the item description will be very handy too.

Perhaps some additional ideas:

Scroll bar for right hand inventory list: Probably already intended, an addtional scrollbar for the right hand inventory list would be needed.

Sorting and categories: The right hand list will get long over time. It might be nice to have it sortable in some way. Perhaps button with abbrevations/icons for the category to be shown above the right hand list (a filter):
Like "All" (standard), "Weapons", "Armours", "Trinkets", "Consumables", "Crafting", "Quest"... This could correspond with the item category chosen by the mod author in the toolset. Within each category( including all) the list sorting order could be made switchable between "time of acquiration" and "alphabetical order", with another click on the already selectd option switching within that order itself (from "A to Z" to "Z to A").

Usability indicators: It would be cool if items usable or equipable by the currently selected character would be highlighted (written bold or in green, e.g.). Will save the user some time when trying to find out, whether a character of certain class, race, skill level in particular skill, general level, gender etc. can equip or use an item.

Item comparison: Would be nice if somehow (probably using extra box on mouse over) two items could have their stats/descriptions displayed at the same time. The box in the left hand corner could always be the item last left clicked upon (in right hand list or in the charater inventory slots), while a second box might pop up if the user lets the mosue cursor hover above an item in the right hand list for more than e.g. 1.5 seconds. EDIT: The scrollability might make problems here as neitehr the mouse over box nor the buttom left box could eb scrolled in such a situation. Both boxes should therefore be large enough to contain the key statistical info on an item.
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Re: Engine Ideas/Suggestions

Postby Lurking Grue » Sun Jan 13, 2013 8:39 pm

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Re: Engine Ideas/Suggestions

Postby youngneil1 » Mon Jan 14, 2013 10:51 pm

Yes, those Denebian ummgaks have the nasty habit of eating one another on Tuesdays, I feel your pain. Come Wednesday, 200 units aren't what they used to be anymore, sigh :lol:
Good points on making units for weight or coins undefined (or perhaps definbale by module author).

Filters sound great! Right now the module authors can already freely assign categories for each item created, that could also be the filters? Then again this would limit it to five item categroies or so. Another option would be an addtional item property called "filter group" (limited to few letters, so it directly fitrs the filter box in the inventory), perhaps by default the same as the first letters of the item category of the object, but changeable?

All items not usable in red should work out fine, too. That's probably even more intuitive.

Compare option sounds great - of course, tooltip on mouse over for a certain time would be cool for many different situations besides inventory, too.
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Re: Engine Ideas/Suggestions

Postby Lurking Grue » Tue Jan 15, 2013 1:52 pm

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