Coding Task List - Before IB2 Initial Release

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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Thu Jan 10, 2019 9:59 am

Good catch with the kill button, I will look into it.

Full party moves neatly in rank and file now (goups of two, up to three rows, all very small, placed on a single square that trails behind the party leader, who is drawn as beforehand). They keep formation when changing move direction. Also, when changing the party leader they fill the gap. It's fun to watch the whole party move this way :) .

Now, I have to get the transition situation right, especially in the seamless map scenario (stepping form neighbour to neighbour).
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Fri Jan 11, 2019 8:20 am

All transition situations work now for drawing the full party tail correctly (at least as far I have tested it). Furthermore, the full party tail is corrctly hidden under bridges (tunnels, secret passages) now and should be also drawn underneath moving props right behind the party.

I have greyscaled and implemented the off images for all the new main map traits. Also, I have made new, more subtle indicators for traits and spells that are available, but not learned, not available, already learned, etc.

Currently, I am looking into making the bloom/glow on adding light sources a bit less extensive. And I have to to see how I handle the rather long trait descriptions in the trait and spells screens. Always more tasks popping up :lol: .
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Fri Jan 11, 2019 5:15 pm

Note to self: divide opacity through number of light sources on square
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Sat Jan 12, 2019 1:58 pm

That was a bit more tricky to do than I thought, but in the end it worked out nicely. We have got less bloom/glow for party light source overlapping with other light sources now. Generally, I reduced the halo strengh of party light by about 30 percent.

To do:
- kill buttton placement
- scrollable trait and spell descriptions (or shorter texts)
- continue work on tutorial dungeon
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Sun Jan 13, 2019 9:48 pm

- kill button place, done: I moved it one square more to the rigth. I forgot to do that when introducing the new delay turn button in combat.
- scrollable trait and spell descriptions, done: A new button "More" on the trait and spell screens allwos for reading longer descriptions
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Mon Jan 14, 2019 6:59 am

I am back in the tutorial dungeon. Before adding the next room, I will try to declutter and sort onscreen info for props a bit more. Currently, I want to see how it looks if I integrate the challenge level indicators as well as the interaction state info into the mouse over info for a prop. I could work with different text colours for threat with encounters (partially red) and peaceful props (partially green).

Ideally this will work out for all NPC/creature props, peaceful or not. Only props that will in any way result in battle are considered aggressive/eenmy type in this system (others might only trigger battle depending on the outcome of a convo, they will be flagged peaceful in this case).

A new property for props might overwrite this automatic assessnent of enemy/passive if the author sets it. If a prop gets mouse over info text other than none this will also replace all the automatic info generated. Another property might turn of autoinfo in any case (even with no mouse over info).

I think the autoinfo should be generated for all props with either convo or encounter on them, regardless of whether they are movers or not.

Five lines of screen real estate directly above the prop might look nice. Next post will contemplate on how to best use and eventually color code these lines.
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Re: Coding Task List - Before IB2 Initial Release

Postby slowdive » Mon Jan 14, 2019 5:15 pm

This sounds great! Looking forward to testing out the updated tutorial once pushed to GitHub :D great work there.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Tue Jan 15, 2019 6:54 am

Thank you, Jer :). Next push soon, maybe tomorrow or the day after. Here's what I think the mouse over info lines about enc/convo props might look like:

1. Name/Encounter name: "Kobold Warband"

2. Challenge Rating: "Very Hard Enc Lvl 13" (green - Easy, white - Normal, yellow - Hard, orange - Very Hard, red - Deadly, based on automatic comparison of current average party level with autor pre-assigned encounter level) OR "Mandatory Convo" (always yellow) OR "Avoidable Convo" (always green)

3. Mover type: "Patrol" (options: Stationary, Patrol, Random mover, Daily routine, Weekly routine, Monthly routine, Yearly routine)

4. Hide & Seek: "Hide 14, Seek 13" (or respectively "No Stealther", "No Chaser", in green for no chaser/no stealther, otherwise in red)

5. Speed, with chances for skip move and double move: "Speed 7, 0:15%, 2:15%" (Chances are dynamically calculated based on automatic comparison of current party speed, ie Traveller trait of leader, with prop's speed value)

Edit: changed color scheme for challenge rating again.
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Re: Coding Task List - Before IB2 Initial Release

Postby slowdive » Tue Jan 15, 2019 1:40 pm

The mouse over and color schemes sound intuitive. Looking forward to trying out when ready.
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