[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4688: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3823)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4690: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3823)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4691: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3823)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4692: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3823)
IceBlinkEngine.com • View topic - Toolset Ideas/Suggestions

Toolset Ideas/Suggestions

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

Toolset Ideas/Suggestions

Postby slowdive » Thu Dec 27, 2012 3:59 am

Post any ideas or suggestions on how to improve the existing toolset features.
User avatar
slowdive
Site Admin
Site Admin
 
Posts: 3174
Joined: Wed Nov 21, 2012 11:58 pm

Re: Toolset Ideas/Suggestions

Postby youngneil1 » Thu Dec 27, 2012 3:00 pm

Just a heads up on the incremental saves - it's been giving me the creeps that they all have the same name and description. Finally, I think I know how they are sorted (when clicking "Start new game"):

First come all backups, starting with the newest backup on top.

HOWEVER - the newest version itself (the non-back up one that you work with) is the LAST in order.

What happens when you press "incremental save button"?

The game makes a copy of the module (probably only parts, maps and conversations might be out of this?) and gives it an additional (Index): the higher the number in brackets, the newer. BUT you will continue to work on the non-numbered version, i.e. you always work on the non-numbered versiosn, the rest are just safety copies. Might be obvious for more experienced coders, but caused silly me the one or other grey hair ;-).
User avatar
youngneil1
Backer
Backer
 
Posts: 5078
Joined: Sat Dec 08, 2012 7:51 am

Re: Toolset Ideas/Suggestions

Postby youngneil1 » Fri Dec 28, 2012 7:04 am

So, after much fumbling on my very short alpha adventure (it wil be done, harf!), the fog clears a little for me and unveils questions/ideas:

1. Trigger once only option: It would be nice if all event fields had a trigger only once options (i.e. sprites are deleted after first collision, conversations and transitions not triggered anymore after first contact; encounters already have this built in it seems). Doing this via script seems a little cumbersome for a probably very often used functionality (and does not work right now, for stupid me at least).

2. Trigger only if global "X" = true: Conditional triggers based on a free definable variable shoud also be standard for all events imho, as this is probably the main way of choreographing the story and its sub branches.Right now this holds only true for parts of a conversation (conditions tab) - would be nice if the dispalying/happening of an event itself could be easily attached to such condition (so e.g. certain encounters are only becoming active after variable x is set to 1; also their sprites on world map might be attached to such condition.

3. Customizable priority order in case of multi events on one field: Also it would be cool if the mod author could customize the order in which events on a single field happen, e.g. first encounter, then conversation or first conversation, then encounter. Or enable the option to have an encounter and afterwards trigger a transition (right now it seems to work the other way round). Same would be to true for custom on enter scripts and their priority in relation to the pre-defined events.

4. List of classes and objects, including functions and variables/parameters: Scripting will only become powerful if the mod authors gain some insight into the strutcure of the source code they will be able to squeeze their scripts in.

5. (Alreday on Jeremy's agenda): More script hooks, e.g. pre and post containers, encounters, etc.

6. (Also on Jeremy's agenda): Different pictures assignable for each node in a conversation/narration (enabling different NPC speakers in the same conversation; showing different pictures in the same narration); perhaps also sound effects files (voice/music/background sound) for each node assignable (in the far future)

7. New standard event: Transform party icon event field would be fine. This also be for transmutation, e.g. party turned to rats or for mounting on a steed. It could also express a desease or a disguise for a quest.

8. New standard event: Play sound effect/music event fields (obviously audio is far away right now, but it shiudl be kept in mind imho). This would probably have options like play only once, loop for x times/minutes, loop indefinetly until stopped by other event, stop all / a special current running sound...

9. New standard event: Set (and define if necceessary) new global variable "x".

10. Multiple events of the same type on the same field: There migth be e.g. different transitions or different encounters on the same field then, structured/ordered by the conditions as well as priority order number attached to them (e.g. the party might kill a guard on one event field and later on the way back encounter support enemies taht have re-spawned there on the very same field)
Last edited by youngneil1 on Fri Dec 28, 2012 1:36 pm, edited 3 times in total.
User avatar
youngneil1
Backer
Backer
 
Posts: 5078
Joined: Sat Dec 08, 2012 7:51 am

Re: Toolset Ideas/Suggestions

Postby youngneil1 » Fri Dec 28, 2012 9:23 am

11. Map wide settings: like e.g. standard icon on this map, standard background music and/or background sound effects for this map, standard weather condition /effect overlay(s) for this map, standard amount of time it costs to cross a tile on this map (this might again be modified by settings for each field), additional effects for each sqaure on this map (like e.g. damage taken per step due fire/freeze/cold, spell points drained,...), resting allowed no/yes (again switchable on inidvidual square level), map has day/night no/yes, random encounter settings (again switchable for individual squares), LoS on this map (standard rnage, do fields get dark again when out of range?), "survival rules for this map" (food, freeze..)... many of these will save the author a lot of time by sparing him from setting attributes for all/most squares repeatingly in the very same way for each individual square.

12. Picking up my observations above on incremental saves (Probelm already identified by Jeremy): Different names for the incremental savegames in the start new game menu (or least different text in the description window indicating older/newer versions)

13. Campaign wide settings (independed from map): I guess this will be under more inspection when the custom clases etc. come in.

14. Containers: add options for locked yes/no, difficulty level of lock, trapped yes/no, difficulty level of disarm, effect of traps (inluding the possibilty of alternatively defined loot content with less items due to destruction by trap trigger), locked and requires special item yes/no, which item

15. New event field: Trap (detection difficulty, disarm difficulty, trap effect (including teleport/transition, think e.g. trap door), one time trigger/max. times of trigger...)

16. New event field: Spinner (rotates the map and all sprites, but not the player icon, in steps of 90/180/270 degrees). Should be nice when used in labyrinths with very low LoS (i.e. even uncovered areas get dark again), might be a trap effect though, too (see above), so perhaps not neccessary to make an extra event?

17. New event field: Door (has open/closed sprites, that change depending on door state; LoS is affected accordingly; closed yes/no, locked yes/no, difficulty of lock, requires special item/key to pass yes/no?

18. Encounter respawn option: enocunter might activate itself again after x turns or have a chance of x percent of reactivating itself per turn passed, max. number of reactivations, unlimited?

19. New event field: Hidden treasure (chance of discovery based on skill, being in search mode, contents of treasure): edit - migth be an extra attribute of container, because "containers" actually can be anything, like e.g. an amulet lying on the floor (sprite graphic: amulet, only item in "container": amulett; not locked, not trapped...)

20. New event field: Hidden door (chance of discovery based on skill, being in search mode), would on discovery add a sprite of an open door over a formerly non-passable square, covering whatever background graphic was there before, affects LoS like other open doors then; Edit: like hidden treasure might be a special complex state of a door event
User avatar
youngneil1
Backer
Backer
 
Posts: 5078
Joined: Sat Dec 08, 2012 7:51 am

Re: Toolset Ideas/Suggestions

Postby youngneil1 » Fri Dec 28, 2012 1:07 pm

21. New event field: Rough Terrain (this can be jaggy mountains, swamp, cold water, dessert...). Possible condition to be fullfilled before entrance is allowed: possession of certain item (water flask, climbing equipment, etc.), party/party leader has certain skill level in e.g. swimming, climbing, survival...,; damage per move, stamina loss per move, each not happening if skill level above x or extra special item possed (e.g. flying steed, mask of underwater breahting); remove item from inventory yes/no/quantity (think consuming flasks of water in the dessert).

22. Sprites on world map connected with encounters should be removed once the encounter is won (it would be part of above changes, see "trigger once" above; one must be careful thoguh that when running from a fight the sprite has to remain on the world map despite the event being already triggered for the first time)
User avatar
youngneil1
Backer
Backer
 
Posts: 5078
Joined: Sat Dec 08, 2012 7:51 am

Re: Toolset Ideas/Suggestions

Postby youngneil1 » Fri Dec 28, 2012 3:37 pm

23. It would be cool if dialogue/conversation/narration text could be formatted (best in an easy way), like writing bold, using colouring, etc.
User avatar
youngneil1
Backer
Backer
 
Posts: 5078
Joined: Sat Dec 08, 2012 7:51 am

Re: Toolset Ideas/Suggestions

Postby Lurking Grue » Fri Dec 28, 2012 7:51 pm

User avatar
Lurking Grue
Backer
Backer
 
Posts: 291
Joined: Sat Dec 08, 2012 12:26 pm

Re: Toolset Ideas/Suggestions

Postby youngneil1 » Fri Dec 28, 2012 9:39 pm

Ah, it's just nostalgia with the spinners. Indeed it will probably only work convincingly with a straight top down map, with very short LoS. All in all, nothing with significant priority.
User avatar
youngneil1
Backer
Backer
 
Posts: 5078
Joined: Sat Dec 08, 2012 7:51 am

Re: Toolset Ideas/Suggestions

Postby youngneil1 » Sun Dec 30, 2012 8:00 pm

It would be nice if variables could be integrated into the text spoken in converstaions/told in narrations. Simplest example would be something like "*pc1name". So the speakers could address the player character with her/his name. Her/his woudl be e.g. another cool thing to have flexible.
User avatar
youngneil1
Backer
Backer
 
Posts: 5078
Joined: Sat Dec 08, 2012 7:51 am

Re: Toolset Ideas/Suggestions

Postby Dorateen » Tue Jan 01, 2013 9:11 pm

Hi, slowdive... Happy New Year!

More a question than a suggestion/idea. Does this Alpha version have the capability to add multiple characters from the creation screen? I'd like to start bringing in a party right from the beginning, without having to place them in the module itself and add through conversation.
User avatar
Dorateen
Backer
Backer
 
Posts: 1002
Joined: Mon Nov 26, 2012 2:08 pm

Next

Return to Alpha Build 1 Bugs and Ideas Reporting

Who is online

Users browsing this forum: No registered users and 1 guest

cron