Project Management: The Task List

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

Project Management: The Task List

Postby youngneil1 » Sun Sep 08, 2013 12:41 am

Alright, as it's not a Gantt chart and likely will be central hub for some time, I opted for a new thread (hope that's ok).

Below list has some rudimentary sorting, but the deeper you go in the list, the harder it was for me to prioritize. Anyway, this is just a very first proposal. Let's see how it looks with Jer's times in (good to go now, Jer :D ). In the end, I expect it to change often, entries swapping positions, new entries going in, old entries leaving.

The list has four main sections (big bold blue letters: before beta, before release, post release and completed). When you want to change something, just do so (everybody in the team!) and just make a short post in this thread about what you changed. When you add a new task give it an identifying number that's one higher than "highest number so far" (which is 0124, so next ask would be 0125), please also increase "highest number so far" by 1. Please note that the list uses some automatic numbering - just place an [*] before your entry and the numbers sort themselves.

In the end, Jer will have to puzzle out for himself what's next. This is just a support proposal, nothing more.

To have it all in one place - the road ahead:

Sept 8 - Send out creature and Item first questions for general description, work on art can start as first answers come back
Sept 30 - Send out creature and item properties questionnaire
14th of Oct - Beta Phase starts
End of Nov - Beta Phase ends
Mid December - Official Release (launch party weekend)

And our Countdown to End of Beta (we assume Jer to have 17 hours for IB coding per week, i.e. roughly 2.5 hours a day):
___

43 days (107.5 IB coding hours)
___

The Task List

Explanations:
State ("not started" or "begun" or "finished"): Once you begin a task, enter "begun" here. Once you finish it, enter "finished". I will move the task then to the completed tasks at the end of the list and adjust the completed tasks counter.
Estimated hours needed: Enter the estimated sum of all hours needed to finish the task. Do so as soon as you can to get us a good planning horizon. Should your estimation change at any point in time, please adjust "Estimated hours needed" according to your new assessment. This should never be lower than "hours already invested". This is NOT an estimation of the hours still needed, but an estimation of the sum of all the hours needed for the task.
Hours already invested: The actual hours you already put into this task. Should never be more than "Estimated hours needed". When you make an entry here, also set State to "begun" (or "finished").
Teammember in charge: Later on , other coders might help Jer with certain tasks. We will enter their names here.

    Highest entry number so far: 0154
    Open tasks: 127
    Completed tasks: 27

    "He pondered a while. Then he said, 'You must never think of the whole street at once, understand? You must only concentrate on the next step, the next breath, the next stroke of the broom, and the next, and the next. Nothing else.'
    Again he paused for thought before adding, 'That way you enjoy your work, which is important, because then you make a good job of it. And that's how it ought to be.'
    There was another long silence.
    At last he went on, 'And all at once, before you know it, you find you've swept the whole street clean, bit by bit. What's more, you aren't out of breath.' He nodded to himself. 'That's important, too,' he concluded."

    (Beppo Roadsweeper, from Michael Ende's Momo)

    Jer's EXP: 135 (126.5 regular + 8.5 from speed kills)
    Level: 7
    Title: Werewolf
    http://hdwallpapervault.com/wp-content/ ... lpaper.jpg
    History of Evolution: Snotling -> Kobold -> Gnoll -> Orc, Shock Elite -> Dire Badger, steel clawed -> Ogre, Pit Champion -> Werewolf -> ?
    EXP for next level: 140 (5 to go!)



    Tasks to be done till RELEASE:
    (The bugs below are not so severe, but still beta exists to hunt such down. If there should be room left before start of beta I suggest to continue with implementing some more features listed under "work to be done post release" before starting to work on these bugs here. Once beta starts, it's killing these bugs first.)



    Tasks to be done POST RELEASE:


  1. Feature,Engine, 0033:stacking for samey items in inventory (otherwise we will die from clutter very fast)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  2. Feature, Toolset, 0103:vary order of laying down sprites and images; allow z-position to decide which prop is drawn on top of which prop, which creature is drawn on top which props, which creature or prop is drawn over or under the party sprite on adventure map/party member sprite in battle
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  3. Feature, Engine, 0019:implement Load Game functionality from in-game menu
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  4. Feature, Engine, 0061, related to entry 0059:add day/night cycle (including tinting, effect onLoS and tying it to world time)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  5. Feature, Toolset, 0062, related to entry 0059:add weather effects and weather system, likely tied to world time, may be also to the specific area you're in (e.g. desert will not have snow, even in winter)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  6. Feature, Engine, 0072:do intensive scripting tutorial and documentation instead of - delayed - script and plot wizards (or outsource parts of this task, gulp ;-))
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _12_ Hours already invested: _ _ Teammember in charge: _JER/KARL_

  7. Feature, engine, 0048, related to entries 0021, 0022, 0049 and 0050:re-design parts of the combat screen (see Grue's suggestions: viewtopic.php?p=2582#p2582), including inter alia the re-introduction of delay turn, a new change equipment button, assessing character screen (maybe even via click on portrait or pressing "C"), creature info screen ("bestiary"), etc.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  8. Feature, Toolset, 0063, related to entry 0059:add moving NPC and creatures, including their schedules and attacks from them, movement ruels, etc. (see here for more details: and here:)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  9. Feature, Toolset, 0081:allow to find gold/credits etc. as container/loot time
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  10. Feature, Toolset, 0113:Add information to in-toolset info boxes concerning whether a property is read from savegame or from toolset, especially do so for local and global variables on objects as well as areas and the module.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  11. Feature, Toolset, 0114:Add information to info boxes for those features/properties that are shown in the toolset already, but are actually not yet implemented in the engine. Keep this updated.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  12. Feature, Toolset, 0120:Player class editor: Add more prerequisite for learning traits, i.e.: 1) minimum attribute value in certain attribute, 2) pre-requisite trait xxx taken and 3) maybe even have (unmodified) skill rank xxx in skill xxx; this all should make for more interesting character building
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  13. Feature, Toolset, 0121:Trait Editor: Perhaps add a lot more effects (besides BAB). These are really cool as this is not referring to "effects on active use", but actually passive effects that are always on. Perhaps rename to passive effects and add stuff like attribute boni, skill boni, AC boni, damage reduction boni, saving throw boni, move range boni, etc. (when writing boni here I actually also mean mali, too). Very mighty for fleshing out classes.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  14. Feature, Toolset, 0124:Effects editor: Maybe clarify infobox for effect scripts and state that the effect script is fired "at the begin" of each combat round; Btw. effects seem to carry over from battle to battle - is there a round counter frozen and reused once a new battle is entered? Likely worldtime system will bring some change here. Furthermore - like for passive and permanent trait effects it would be great to add more standard temporary effects here in addition to BAB modifier, like attribute boni, skill boni, AC boni, damage reduction boni, saving throw boni, move range boni, etc. (when writing boni here I actually also mean mali, too).
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  15. Feature, Engine, 0046:add amount of party gold to inventory screen + re-design the inventory screen a little (see Grue's suggestions here: viewtopic.php?p=2571#p2571)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  16. Feature, Toolset, 0034:categories for items in shop and inventory screen; also in class editor for items allowed for class, so whole category could theoretically be activated
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  17. Feature, Engine, 0045:implement a mouse over info system for various parts of the interface, like e.g. mouse over attribute names in charcater screen and see quick info on attribute effects
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  18. Feature, Toolset, 0044:allow the author, likely in playerclass editor, to define at which level how many new attribute points are granted
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  19. Feature, Engine, 0047, related to entries 0034, 0035 and 0066 :re-design parts of the shop screen (see Grue's suggestions: viewtopic.php?p=2541#p2541 ), maybe have option that sell/buy price are not the same and the merchant has a margin, might be added as property in the Shop Editor in toolset then, haggle button for shop to reduce such margin (i.e. increase sell prices, decrease buy prices from party perspective), etc.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  20. Feature, Toolset, 0070:allow to set increasing attribute point costs on character creation when player tries to raise an attribute beyond value x; also author definable min. and max. attributes that are limits to values the player can reach when lowering/raising attributes on character creation; all this before racial attribute adjustments
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  21. Feature, Engine, 0073:Use item right now does not work with equipped items. Imho it would be nice to e.g. allow equipped weapons or other equipped items to become usable, like for e.g. summoning a flaming lance or something.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  22. Feature, Engine, 0086:Character screen / cast spell screen: later on, spells might be sorted e.g. into different spell levels in order to have a better overview when there are several dozens of spells a character might know
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  23. Feature, Toolset, 0096:Properties of Items: Implement OnAcquireItem, OnDropItem, OnEquipItem. OnUneqipItem, and OnUseItem script hooks for items. Once OnUseItem is in, probably ItemScriptFilename will not be needed anymore (finished OnUseItem, ItemScriptFilename is no longer used)?
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  24. Feature, Toolset, 0094:Props: Implement the onCollsion script hook for props in combat.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  25. Feature, Toolset, 0095:Creatures: Implement OnHit, OnPerception and OnHeartBeat (for combats) script hooks.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  26. Feature, Toolset, 0100:Properties of Props: Implement Onclose, OnCollision and OnOpen script hooks.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  27. Feature, Engine, 0023:add a re-distribute skill points, trait points and spell points option (pre-made script that could be attached to dialogues, perhaps a shop option); should in any case be optional
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  28. Feature, Toolset, 0024, related to entry 0076:As part of the polishing and improving the conversation editor (which is really the heart of the whole system/project) I need to add some level of undo/redo functionality (venturing into uncharted territority there). Also perhaps add different options for copying & pasting nodes in the converstion editor: CopyNodesWithActionsAndConditions and CopyNodesWithoutActionsAndConditions as well as PasteNodesWithActionsAndConditions and PasteNodesWithoutActionsAndConditions. Would also be cool if users could define colors, bold, italic, etc. for words in the text.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  29. Feature, Toolset, 0025:The intent is to change the IconSprite tab to be an additional Creature Properties tab for more interact Creature Properties (dropdowns, checklists, sprite selection, etc.). Likely just a rename of this tab will be required (IconSprite is too narrow - nobody would expect KnownTraits and KnownSpells lists there).
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  30. Feature, Engine, 0026:it would be nice to add some "edge softening" (or whatever it is called) to the border of your LOS range. As it is now, the knife-sharp black squares showing blind areas are quite jarring. Blurring and/or softening the edge of those squares would be more pleasant to the eyes. Edge softing" sounds cool, perhaps even add gradual darkness, so that there will be 50, 75 and 100 percent darkened fields (wrote some stuff about LoS models in th lbog I think). Together with softing this should give a nice look of fading light and lurking Grue, aeh, danger. Regarding the black no LOS squares and the softening to them (talked about above), the border could also be represented with semi-blocked squares of 50% visibilty with a black 50% raster/overlay, or something. This raster could also show poorly illuminated areas, having it go from 100% visible/lighted (0% raster), to 75% (25% raster), 50% (50% raster) and 25% visible/lighted (75% raster) would be cool. Something approximately like e.g. in Ultima 6. See also further below: LoS, FogofWar and WorldTime combining visibility system.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  31. Feature, Engine, 0028:Add graphical indicator for range of spells and traits and used item effects (like the move & normal ranged attack indicators).
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  32. Feature, Engine, 0029:Another thing I thought about would be to have the range and move distance graphical indicators have separate toggle buttons. Right now, the button turns both the attack range and the movement range highlights on at the same time, but this can get very busy looking. I'd like to have two buttons so that you can have movement range on all the time or attack range on all the time or both or none.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  33. Feature, Engine, 0030:Character screen: I wonder if actually some greyed out preview of all available spells and traits for this class/race combo could be shown (minus secret ones; there could be a property in the trait and spell wizards, like "showInChracterScreenEvenIfnotAllPrerequisitesMet). Idea here is to enable character planning while in char screen even between level ups. I think there's some mind game going on when one contemplates about the future development of this character and dreams ahead a little. Sorting would be important then tough: The already gained spells and traits should always come first.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  34. Feature, Engine, 0032:Item description available in loot window already to allow better decision abuot what to take what to leave behind + re-design the loot screen a little (see Grue's proposal here: viewtopic.php?p=2582#p2582)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  35. Feature, Engine, 0035:sorting and/or filter options for items in inventory and shop screen
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  36. Feature, Toolset, 0042, related to entry 0043:allow renaming of attributes (labels) in toolset
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  37. Feature, Toolset, 0043, related to entry 0042:make proxies for attribute effects in scripts and engine source and then create an attribute wizard in the toolset which allows to freely assign those proxies to attributes of the author's liking, maybe even allowing two attributes to influence the same proxy to a shared extent (e.g. melee damage bonus = 0.5 STR Bonus and 0.5 DEX bonus).
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  38. Feature, Engine, 0049, related to entry 0048:Encounter screen: Later on, names in the move order list might be clickable/hover sensitive, highlighting the corresponding creature/pc sprite on the battlefield. Vice versa, hovering over a token on the battlefield would also highlight the corresponding entry in the move order list.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  39. Feature, Toolset, 0050:Changing equipment in combat, related to entry 0048: The turns needed for equipping would be shown in parentheses after the item, like: "Heavy Mace (1)". In addition, some items might be equippable faster than a turn but not instantly, costing some MP but not the whole turn. (That is, if we start to use MP as AP.) These would be shown like: "Throwing Knife (2MP)".
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  40. Feature, Engine, 0051:Character screen: A "show class description" button would be nice, so a user could look up any time details like HP per Level, SP per level, text description of class, etc.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  41. Feature, Engine, 0052:add dual wielding to combat system
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  42. Feature, Engine, 0053:LoS, FogofWar and WorldTime combining visibility system:
    "NeverSeen (Dawn, Day, Dusk,Night), a value between 0% and 100% per each of the four listed times of day/night; 100% means totaly clear, 0% totally dark/black
    FogOfWar (Dawn, Day, Dusk,Night), a value between 0% and 100% per each of the four listed times of day/night; 100% means totaly clear, 0% totally dark/black (Note: Fog of War is always of a higher/same value than NeverSeen, if lower by accident, use at least NeverSeen; FogOfWar is applied to fields that were once within InSightRadius, but are now out of it)
    InSightRadius (Dawn, Day, Dusk,Night), a number measuring the radius of squares around the party with full 100% visibility for each of the four times of day/night listed; fields taht are LoS blcoked are always considered as out of InSightRadius
    DropOffAmount (Dawn, Day, Dusk,Night), a number between 0 and -100 for each of the four times of day/night listed; this indicates the amount to be subtracted from 100% visibilty for squares outside inSightRadius; this is applied cumulatively for each further square of distance beyond InSightRadius; Example: with DropOffAmount -25 and InSightRadius of 3, squares 4 steps away from the party would only have 75% visibilty, those away 5 steps only 50%, thsoe 6 steps away only 25% and those 7 or more steps zero. BUT: Visibilty is never reduced by DropOffAmount to a value below NeverSeen (for utterly undiscovered fields) or FogOfWar (for already discovered fields); Note: fields that are LoS blocked always use either NeverSeen or FogWar, i.e. they have DroppOffAmount of -100 in any case
    PartyLightSourceEffect (Dawn, Day, Dusk,Night)): this will increase InSightRadius by the value listed for each time of day/night; simulates the party carrying a e.g. lantern or torch in some off-hand slot (or having other means of lighting/dark vision)

    I hope a system as such would be able to simulate lighting on e.g. large scale outdoor maps that are supposedly representing miles of land on a single screen as well as indoor dungeon maps only a few dozend meters wide. It's quite input intensive (many parameters), but theoretically very powerful."
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  43. Feature, Toolset, 0054:free author definable labels for inventory slots (so e.g. "off-hand" could be renamed to "central turret"); ItemCatgeory would likely simply turn into "slot number used" (with slots 1 to 8 and labels for these numbers); authors are then responsible that all main hand weapons will occupy the same slot; some items might occupy more than one slot which should be definable, too
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  44. Feature, Toolset, 0055:allow all items to influence all stats (especially with free labels in) - so properties in the item blueprints would work for all items
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  45. Feature, Engine, 0057:turn items into full, individual objects in inventory, too (like creatures or props)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  46. Feature, Engine, 0058:A short level up report (perhaos via IBMessageBox) showing increase in HP and SP would be fine (perhaps also trait points, skill points and spell (buy) points gained as well as increases for BAB, REF, WILLL and FORT saves). Ideally blend in before player gets opportunity to spend those points. Just feels more rewarding to see all the improvements directly imho.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  47. Feature, Toolset, 0066, related to entry 0047:allow authors to define in toolset the margin of shopkeepers (percentual gap between buy and sell prices)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  48. Feature, Toolset, 0068:allow for alternatively rolling hp on level up
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  49. Feature, Toolset, 0069:allow for alternatively rolling attributes on character creation
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  50. Feature, Engine, 0074:Need some padding between the text and window borders in the journal
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  51. Feature, Engine, 0079:combat spawn waves (generally summoning of monsters, adding creatures to running combat), likely via script
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  52. Feature, Engine, 0080:no auto loot after combat, but loot screen like for chest (avoid unwanted inventory clutter)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  53. Feature, Engine, 0083:Character portraits: In future versions modules might have two specific folders for portraits, divided into "module" and "player" (just like for tokens). This would remove the need for authors to place player protraits for their modules in the root/portraits folder.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  54. Feature, Engine, 0084:Tokens in character screen/creation and generally: Looks like the engine is accessing a lot of folders at the same time here: with default setting it accesses "root"/data/graphics/sprites/tokens, "root"/tokens (at leat one of these two appears a little redundant?) and "root"/modules/"modulename"/graphics/sprites/tokens/player. When selecting "show module sprites" it adds "root"/modules/"modulename"/graphics/sprites/tokens/module. Suggestion: Remove one of the two aforementioned, potentially redundant folders, likely the hidden one in data, and give the "root"/tokens folder two subfolders: "player" and "creaturesAndNPC". In character creation/player token change the "CreaturesAndNPC" would not be used and would be reserved for assigning monster and NPC sprites in the toolset (and perhaps also accessed by some transformation spells or the like).
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  55. Feature, Engine, 0085:Character creation: Would be nice if clicking on a trait name in the "Known List" would also display the trait description in the description window.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  56. Feature, Toolset, 0087:Module properties: add ModuleGlobalObject to Module properties (like ModuleGlobalInt and ModuleGlobalString)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  57. Feature, Toolset, 0088:Area tab: Perhaps add in some safety confirmation window asking whether you really want to rename (only appearing when selected area name is not equal to "new area"). soemhwo, I often accidentally renamed already existing areas.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  58. Feature, Toolset, 0089:Area main window UI: On my very small netbook screen the lower buttons, "Remove last selected object" and below, are not visible anymore. A scroll bar for the column with all the area related buttons would help to reach these lower buttons here (perhaps I could solve this dividers, must retry)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  59. Feature, Toolset, 0090:Triggers: In the long run it would be cool to have a "copy trigger" button (like duplicate already for creatures, items and props). I find myself often having certain "trigger templates" and it's quite time consuming to rebuild them again and again (copy should ideally also remember all parameters passed to scripts called by an event of the trigger)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  60. Feature, Toolset, 0091:Music system: It would be cool if one day a whole music box file (list of tracks), including a random play shuffle, could be defined here. This would allow to have several tracks for the same area, which change in the order they are played by chance, granting more variance. Additionally some fade in and fade out between tracks might be nice then.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  61. Feature, Toolset, 0092:AreaProperties: Implement OnEnter and OnExit script hooks.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  62. Feature, Toolset, 0093:Encounter screen: If would be cool if several props and perhaps even a creature on the very same square would get a floating menu for selecting one of them for editing (like on worldmap)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  63. Feature, Toolset, 0097:Properties of Items: Re-implement ItemAreaOfEffect and ItemMaxDexBonus
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  64. Feature, Toolset, 0098:Properties of Items: Rename ItemOnUseSound to ItemOnAttackSound.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  65. Feature, Toolset, 0099:Properties of Props: Implement the Visible property.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  66. Feature, Toolset, 0101:AI Wizard: Do after release, let's have good scritpign documentation and tutorials first, especially as large part of AI are already transferred into customizable scripts.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  67. Feature, Toolset, 0102:Plugin use: Not quite certain what to expect here. I guess something like an easy possibility to have stuff like the chest riddle in (e.g. author and extra screens with custom code running in them) that might be called via hotkey or script?
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  68. Feature, Engine, 0104:Animations: implement idle animations on adventure map
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  69. Feature, Engine, 0105:Animations: implement idle animations in combat
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  70. Feature, Engine, 0106:Animations: implement walking animations in combat
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  71. Feature, Toolset, 0107:Encounters: add different victory conditions as encounter properties (can be scripted rather easily though via OnStartCombarRound script hook with a script that kills all creatures when a script defined condition is reached, or placed on the OnDeath script hook (once in) of special ceratures to be killed)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  72. Feature, Toolset, 0108:Encounters: add event squares to encounter (can be scripted rather easily though vi OnEnter script hook on props; wonder about event fields for creatures/NPC though - these will make doing AI much harder, too, though)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  73. Feature, Toolset, 0109:Encounters: Party formation - allow the player to choose a typical move order of the party; note: still authors should have the override and the option to make some battles that have very unusual party start positions, like party split in half on opposite sides of the screen; another voice: Is there a way to change the order in my party, apart from selecting a leader? I'd have liked to move the weaker party members to the back.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  74. Feature, Toolset, 0111:Scripting: add pre- and post opening script hooks for containers; note: maybe scripts on props will be enough here? Then again, some containers might not necessarily be connected to a prop (e.g container called by conversation? Container called at the end of battle to unify the looting system, see above for better loot selection options after a battle?) In such later examples it might be helpful to have these direct container script hooks. E.g. for trapped containers, but also to have variable container content: Imagine slaying a beast and the pre-container-opening script hook has some script for skinning the beast via survival skill - a skill roll would determine then how many raw hide pieces you would find...
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  75. Feature, Toolset, 0112:Scripting: add pre- and post scripthooks to encounters. The planned script hooks for avoiding encounter and fleeing after battle has started as well as potential scripts opening up after a successful encounter on looting, see above, as well as the whole trigger system might make these script hooks redundant. I have been thinking about encounters initiated by colliding with a (moving or on-moving) NPC - likely this will work out via OnCollision script hooks... Should these get in, I would expect there's no need for the additional pre- and post script hooks for encounters. Then again, if these should be easy to do, why not? It might feel more direct and be more visible to the author when using the toolset.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  76. Feature, Toolset, 0115:Add list with all objects (props, creatures, triggers) contained in an area (or encounter) to the toolset, so that authors can directly select an object form that list, which will draw a selection box around the object on the map and will switch to its properties in the Right hand column, properties tab. Particularly handy for finding objects with no sprite/transparent sprite or objects hidden beneath other objects.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  77. Feature, Toolset, 0116:Theme editor: Maybe add a highlight color option used instead of underscores when hovering of dialogue choices in conversations. Maybe also allow to set a different higlihght color for a clicked dialogue option (seems to be hard coded red atm).
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  78. Feature, Toolset, 0117:Sprite Editor: Add short explanation directly to toolset that 192x192 sprite needs to be done in a 256x256 png and placed in top left corner of it, iirc.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  79. Feature, Toolset, 0118:Sprite Editor/or Props properties: Double check why Props still have various animation properties (Right hand column, Props tab, properties tab) when those are apparently defined in the .spt file itself via the sprite editor?
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  80. Feature, Toolset, 0119:Skill editor: Perhaps have more detailed descriptions for MaxRanksAtLevel. Right now it says "Maxmimum rnaks at current level...". Is this meant to be "Max ranks a skill can have is: MaxRanksAtLevel + current level..."?
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  81. Feature, Toolset, 0122:Player class editor: Is the trait requirement "Needs specific training to learn" already implemented? How is it used in a module? Perhaps explain a little inside toolset or for quick start guide. Likely idea is to assign the trait via some add trait function manually in a script called e.g. by conversation with a trainer or reading some old scroll, then? Same for spells.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  82. Feature, Toolset, 0123:Spell editor: Maybe do some more detailed explanation on AoERadiusOrLength: add "When this above 0, the spell can be directed against any square, regardless whether it's empty, occupied by friend or occupied by enemy (this overrides TargetIsPC setting). Whether the spell will have friendly fire or only effect allies is defined in the spell script."
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  83. Feature, Engine, 0131:Perhaps there could be a mouse movement option (in addition to normal keyboard) that moves the party while (left?) mouse button is pressed down, in a direction relative to party and mouse cursor position. Example: mouse cursor is several squares north of party and the player holds the left mouse button, party makes a step north. A second (or half second or whatever move speed the player mgith decide for in the ingame settings menu) the party will make another step north if the player keeps holding the button down. In other words: the party will always move straight into the direction of the mouse cursor (within the 4 movement directions it right now has on world map). This way a player would not have to press keys on the keyboard and could still decide betweeen alternative paths to the same target. When the palyer holds the mouse button down relative close to the party he can easily circle around the party and have it smoothly change direction (maybe even a direction arrow would appear over the party, like facing arrow, showing move direction).
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  84. Feature, Engine, 0133, related to 0132:Here's a very crude sketch of the screen layout done with the humble Windoze Paint (no other program at my work). Let this be for illustrational purposes only. Also, the number of buttons on the left sidebar aren't in any way final, of course. The sketch is done with lower resolutions in mind and/or for windowed modes. I think most of us will play the modules in windowed mode, at least I do, as the full screen view on modern monitor resolutions is way too big. (EDIT: In my haste I combined the time indicator with the rest button in the image below. I meant it should be a WAIT button combined with the time indicator, not rest. Rest/Make Camp would be its own separate button.) Seeehere for more, including a picture: viewtopic.php?p=2696#p2696
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  85. Feature, Engine, 0134, related to 0027 and 0132 :Have a look (short left click): a (short) left click on anything in the world would mean "look at it". Either nothing happens or a description text appear in the "message" window (the text could be taken form the description properties of creatures and props; additionally each square would ideally have a separate option to have description even if no object is placed in it - sometimes an author might just want to describe his drawings a little to the player). This is a powerful storytelling tool, especially for those not so graphically inclined. E.g. a player's enlightened thoughts after left clicking and reading the message window:" Ah, the small brown gubble next to the large brown shruxnl are a "A chair" and "A table"!"; when more than one object is in a square or the square and an object in both have descriptions, just all descriptions are shown after one another in the message window
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  86. Feature, Engine, 0135, related to 0027 and 0076: I've always wanted to do something with a keyword parser. As much as I enjoy branching dialogue trees and the limited role-play options it can provide, nothing compares to just letting the player/character type whatever they want and have a conversation with an NPC. The first memorable experience I had with such a system like this was in Wizardry VII. It was incredible. This is something I would want to explore and develop further.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  87. Feature, Toolset, 0141, related to entry 0096:additional properties for items that will be stored on the specific item instance :
    - Charges (just a counter for effects on use that are limited in the number of times they can be applied)
    - Needs Identifying (true/false)
    - Can Be Used Unidentified (true/false) -> If set to false, the item cannot be equipped or used until it has been identified.
    - Unidentified Item Description -> This would be shown to the player instead of the real Item Description, if the item is unidentified. In case of an unidentified potion, for instance, the unidentified description could be something like, "A vial of foul-smelling liquid." And that's that, no item stats would be shown to the player until he gets the potion identified.
    - Identifying DC -> DC for the identifying skill check OR if no skill rolls are wanted here, then the level of skill needed to ID it.
    - Identifying Skill -> Name of the skill used to ID the item. (Note that this could be used for evaluating other than magic items too. E.g. jewelry could need to be identified, before its true value is known, etc.)
    - Cursed (yes/no) -> prevents unequipping, item like has some negative effects set in other properties
    State ("not started" or "begun" or "finished"): _not started _ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER/KARL_

  88. Feature, Toolset, 0142:It would be great to also have props with size 2 ( 2x2 squares) and 3 (3x3 squares). Having such would allow make large objects on a map that can be dynamically manipulated. Think of having house burn down -instead of reloading a whole new map with the house burned don, it would be better if one could actually exchange just the house prop. This will work better when we have larger sized props. The method of whole map exchange comes to its limits when you want to have different potential changes on the same map. Also, larger props could carry larger cohesive animations.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  89. Feature, Toolset, 0147:Would be cool if entries in the blueprints list of the toolset could be manually via drag and drop sorted/reordered within their category (and perhaps even the categories among themselves). Right now the order follows the creation date of the entry which is bound to lead to chaos sooner or later (chaotic me: sooner ;-)).
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  90. Feature, Toolset, 0148:It might be handy to have a "show this category only" filter button within the toolset that would - on the are map in the toolset - only show all sprites of object instances stemming from the same blueprint category and at the same time blend out all sprites of other object instances (props, creatures) .This would e.g. make editing waypoints for PLW on complex maps with many moving actors much easier. The author could click the "show this category only button" and then the way point category belonging to a specific author (which contains all waypoints relevant for this actor). It would immensely help to keep an overview over intertwining, complex waypoint paths of many actors. Another click on the "show this category only" - with the same or actually no category last clicked - might show everything again.
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  91. Feature, Toolset, 0149:We may need to add bbcode as a separate task as it will include some work in both the editor and the conversation part of the game engine (will have to convert all the PC nodes from LinkLabels to some type of RichTextBox controls for each PC node that highlights or changes color when moused over).State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  92. Feature, Toolset, 0060:add intro/extro/special/chapter screen with full screen graphics and large text at the bottom telling the tale (ideally music, sound and voice over options for it)
    State ("not started" or "begun" or "finished"): _not started_ Estimated hours needed: _6_ Hours already invested: _ _ Teammember in charge: _JER_


    Tasks that are COMPLETED:

  93. Feature, Engine, 0056:reducing savegame size
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _8_ Hours already invested: _5_ Teammember in charge: _JER_

  94. Bug, Engine, 0014:There was a constant bug (of sorts) when Rilian(?), the pre-made fighter dude, executed attacks vs a single foe. Probably trying Cleave against a single foe and encountering error there. The error message (in a pop-up window) was something like "Call target has caused an exception" (rough translation as it was not in English). Note: Likely not "cleave" is the culprit, but actually the fact that Rillian will do a second attack against an already killed target (he has two attacks, see atttackPC.cs). Best add some checking for target hp before doing second attack?
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _1_ Hours already invested: _1_ Teammember in charge: _JER_

  95. Bug, Engine, 0002: When unequipping items in shop, duplicates are created
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _2_ Hours already invested: _1_ Teammember in charge: _JER_

  96. Bug, Engine, 0004:The dodge trait was not factored into AC calculation in character screen (looks like actually neither attackCreature.cs nor sf.CalcPCDefense actually refer to the dodge trait; also there's no script attached to it?)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _2_ Hours already invested: _2_ Teammember in charge: _JER_

  97. Bug, Engine, 0008:PCs killed by an AoO attack can still move after being killed (until their turn ends)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _2_ Hours already invested: _0.5_ Teammember in charge: _JER_

  98. Bug, Engine, 0015:Sleeping monsters (slept with Sleep spell) can still do attacks of opportunity. Likely a bug with all creatures affected by "held" effect. Then there might be something like "glued" (still allowing to attack, but not move), "sleeping (do nothing, but chances to wake up" and "paralyzed" (do noting, no wake up)...
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _1_ Hours already invested: _0.5_ Teammember in charge: _JER_

  99. Bug, Engine, 0018:Spell - Dimension Door: This one right now allows yourself to teleport into the same square already occupied by another creature. This in turn renders this creature ineffective - likely it registers no pc with distance 1 (no melee attack) and is at the same time as close it can get to the pc (0 squares distance). Likely best to prohibit teleporting into occupied squares (by friend or foe).
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _1_ Hours already invested: _0.5_ Teammember in charge: _JER_

  100. Feature, Engine, 0059, related to entries 0061, 0062 and 0063:world time (including labels for day and month names, a "clock' in the UI, one timeline in combat and out of combat, turns passing after x seconds of real time without party move (not in combat), etc.)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _10_ Hours already invested: _10_ Teammember in charge: _JER_

  101. Feature, Toolset, 0077, related to entry 0064 and 0095:besides spells, skills and trait usage (AI): full stats for creatures
    New properties thinkable:
    - AttackBonus [done, added "Attack" back as an editable property in the toolset, BAB not used yet](hard to believe - but I just noticed that attack bonus somehow got lost in one of the recent toolset updates, there are only a greyed out BaseAttBonus and grey out BaseAttBonusAdder, ideally to use this per each attack -> see lower in the his list)
    - CreatureDamageAdder [done] (like +2, ideally per attack -> see below in this list, related to parts of entry Nr. 76, ID 0040)
    - CreatureInitiativeModifier [done]
    - CreaturePerceptionValue (in addition to already existing PerceptionRange)
    - CritRange [Maybe Karl can add this to his attackCreature.cs...done] (see mult attacks below) (if you do those, you might consider parts of entry ID 0037 and parts of entry ID 0078)
    - CritMultiplier [Maybe Karl can add this to his attackCreature.cs...done] (see mult attacks below) (if you do those, you might consider parts of entry ID 0037 and parts of entry ID 0078)
    - TagOfEffectAppliedOnTargetOnSuccessfulHit [use OnScoringHit for this] (see mult attacks below) [or implement onHit scripthook for this; which might be called OnScoringAHit in contrast to OnGettingHit]
    - SaveAlllowedAgainstApplyingEffect [use OnScoringHit for this] (see mult attacks below) [or implement onHit scripthook for this; which might be called OnScoringAHit in contrast to OnGettingHit]
    - DCforEffectApplicationSave [use OnScoringHit for this] (see mult attacks below) [or implement onHit scripthook for this; which might be called OnScoringAHit in contrast to OnGettingHit]
    - CreatureNumberOfAttacks [kinda done] (allow for each attack to set separately: 1) WeaponType, 2)AttackRange, 3) ProjectileSpriteFilename, 4) AttackBonus, 5) DamageDie, 6) NumberOfDamageDice, 7) CreatureDamageAdder, 8) CritRange, 9) CritMultiplier, 10) TagOfEffectAppliedOnTargetOnSuccessfulHit, 11) SaveAlllowedAgainstApplyingEffect (choose: REF, FORT, WILL, NONE) and 12) DCforEffectApplicationSave (the difficulty number for the saving throw to prevent the application of the effect that tries to be applied on successful hit)) (if having one creature have ranged and melee attacks at the same time is too complicate for now, just make it all melee or all ranged)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _10_ Hours already invested: _10_ Teammember in charge: _JER/KARL_

  102. Feature, Toolset, 0078, related to entry 0096:additional properties for item, e.g.:
    - implement OnScoringAHit [done] (mainly weapons, but actually all items could do something then) script hook and maybe OnGettingHit (mainly armors and shields, but actually all items could do something then) script hooks
    - AttributeBonus [done] (choose attribute and amount)
    - SavingThrowBonus [done] (choose save type and amount)
    - InitiativeBonus [done] (well, or malus)
    - MovementPointBonus [done] (or malus)
    - CriticalHitRange [done] (if you do those, you might consider parts of entry ID 0037 and parts of entry ID 0077)
    - CriticalHitDamageMultiplier [done] (if you do those, you might consider parts of entry ID 0037 and parts of entry ID 0077)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _8_ Hours already invested: _8_ Teammember in charge: _JER/KARL_

  103. Bug, Engine, 0140, related to entry 0007: Creatures move one square in combat despite having their movement range set to zero
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _1_ Hours already invested: _1_ Teammember in charge: _JER_

  104. Bug, Engine, 0144: duplicating creatures does not create unique KnownSpells objects (I need to update the DeepCopy function to include these).
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _0.5 _ Hours already invested: _0.5 _ Teammember in charge: _JER_

  105. Feature, Engine, 0143 : upgrade engine and scripfunctions.dll to allow pathfinding in the non-combat areas
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _3_ Hours already invested: _3_ Teammember in charge: _JER_

  106. Feature, Toolset, 0145 : Today I added some code to save Locals from creatures in the savegame files (will do the same for Props and other Locals). I also added a new List of AdditonalPropertyInts and AdditonalPropertyStrings. These are author assigned properties that can be used for anything and are not stored in the save game.
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _3_ Hours already invested: _2_ Teammember in charge: _JER_

  107. Feature, Engine, 0146 :I also added a new feature where authors can add buttons to the bottom panel at start up of the module (or anytime really). The button click events are handled in the "bottomPanelButtons.cs" script. So you can create buttons (including size, location, image, visible or hidden, enabled or disabled) and then assign what they do when clicked. Endless possibilities there.
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _3_ Hours already invested: _2_ Teammember in charge: _JER_

  108. Feature, Engine, 0064, related to entry 0077:allow creatures to use spells, traits and skills in combat, generally creature AI
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _16_ Hours already invested: _16_ Teammember in charge: _JER/KARL_

  109. Feature, Toolset, 0076, related to entry 0024 :fix conversation editor up (more user friendly rich features). Finally a scrollable list of pc answers allowing more than 6 pc answer might come in.
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _13_ Hours already invested: _13_ Teammember in charge: _JER_

  110. Feature, Engine, 0150 : SoZ style conversation system, eventually with speaker indictaor on character protrait and free parser answer dialoge menu as one possible pc node/script attached to a PC node
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _6_ Hours already invested: _6_ Teammember in charge: _JER_

  111. Bug, Engine, 0005, related to entry 0007:Top left corner sprite of maps is shown black (LoS related)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _3_ Hours already invested: _3_ Teammember in charge: _JER_

  112. Feature, Engine, 0129:During character creation the differences between the active and the inactive windows are minimal, so that it's not always clear which one is the active one at the moment. Intuitively I wanted to click inside the window where I meant to make changes, but it doesn't work this way, the player has to click on "Next Step" or "Back a Step" first and for that it's crucial that the current, active window is easy to distinguish from the inactive. I also noticed though that on leveling up later in the game, you can just click on the windows to make them active, just like the intuitive way I described above. There is no "Next Step" or "Back a Step" anymore. So why not scrap that altogether and make the character creation screen work just like the leveling up screen works?
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _2_ Hours already invested: _2_ Teammember in charge: _JER_

  113. Feature, Engine, 0137: Make sure to store all locals (perhaps minus those on items?) in savegames and also add a list with author made "additional properties" to all objects (at least props, creatures, areas, eventually items) that are not stored in the savegame, but always read from current toolset data
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _3_ Hours already invested: _3_ Teammember in charge: _JER_

  114. Feature, Engine, 0132, related to 0133:World message window: Another option would be to implement a small message window to the bottom of the non-combat UI, much like in Infinity Engine games, and use that for other game messages too. There's room for two or three rows of text there, which would be fine for small messages - like, "Slow going, 2 hours passed." or "You must gather your party before...." Eh, NO, not that! ;) I'll try to cook up a sketch once I get home tonight. Ideally it would have four rows of text, see world UI design changes.
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _3_ Hours already invested: _3_ Teammember in charge: _JER_

  115. Feature, Engine, 0027, related entry: 0036, 0133 and 0134 : Note: first see here: viewtopic.php?p=2977#p2977 and here: viewtopic.php?p=2929#p2929; Functionality for casting spells as well as using traits and skills outside of combat, i.e on adventure map. Might also encompass using items (though this works already via inventory screen). Probably also give spells, traits, skills and item an additional property UsableInSituation which opens list with: OnlyInCombat, OnlyOufOfCombat, Always or Never. Maybe you don't need "never" though. Edit - some more refined ideas:
    I. Party search button: turn the mouse cursor into a target selector for objects or squares themselves with distance 1 to the party or on the party square itself; this will reveal any hidden information from target, sometimes only after a successful skill check; all characters in the party would get a roll on the skill check here; skill could be just perception, but also others like lore, etc. Tis potentially costs ingame time / SP / endurance (Red Carnival) / etc.
    II. Leader command buttons: the leader command buttons 1 to 4, after a second selection of the respective skill, spell, item or trait in a separate window - turn the mouse cursor into a target selector for the command selected; the command is always executed by the currently selected party leader; a further left click on anything on the map will use the command on the clicked target; likely only usable on target with distance no more than 1 to the party, where a click on the party itself would mean the square the party is in; a click on a party member portrait will make this character the target; when more than one object is in a square, a menu will ask which object to target;
    1. Use Skill (note: all search related skills would also be used via party search command above; one could also call them from here, saving the time/SP/other cost of the party search command, but having to choose the one single character and wanted skill here obviously lowers chances of success)
    2. Cast Spell
    3. Use Item
    4. Use Trait
    III. Free parser action: Just opens a menu where you can enter free text; this will always refer to the square the party is standing on; enables to have secrets and very complex, hidden riddles: e.g. perhaps muttering a phrase in front of a strange hole in the wall will cause somebody on the other side to open a secret door; Module authors could place scripts via triggers on squares that wait for the correct parser phrase on their square and then do something; the phrases might also be unusual action descriptions ("like press left emerald eye") and similar text adventure like stuff
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _10_ Hours already invested: _10_ Teammember in charge: _JER_

  116. Feature, Engine, 0065:add scripts for fleeing from combat (after battle has begun) and trying to avoid combat (prior first round)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _1_ Hours already invested: _1_ Teammember in charge: _JER_

  117. Bug, Engine, 0152: When you change party leader via right click on portrait, the .png for a standing sprite changes. The animations are still those of the original party leader still. This means that once you're new party leader starts moving (i.e. the party moves) you will be shown a walking animation belonging to the old party leader. When standing the sprite of the new party leader is shown, when moving you can see the animated sprite of the old party leader. State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _1_ Hours already invested: _1_ Teammember in charge: _JER_

  118. Feature, Toolset, 0067:add racial traits
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _3_ Hours already invested: _3_ Teammember in charge: _JER_

  119. Feature, Engine, 0156: customizable mouse over floaty info text in combat as well as customizable text for the creature in info box in combat
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _4_ Hours already invested: _4_ Teammember in charge: _JER_

  120. Feature, Engine, 0038:add status effect letters to character portraits (author can define which effect gets which letter in the toolset as well as the color of the letter), to do: outside combat
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _3_ Hours already invested: _3_ Teammember in charge: _JER_

  121. Feature, Engine, 0154:provide heavily commented example script for customized winforms, e.g. for intro, chapter or extro screens or even minigames (like e.g. card games in taverns)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _3_ Hours already invested: _3_ Teammember in charge: _JER_

  122. Bug, Toolset, 0001: Large size creature token only partially displayed in toolset
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  123. Bug, Engine, 0003:On character creation, skill points suddenly change when first clicking a skill (looks like there's one default class determining the starting skill points shown as default and update only happens when actually clicking a skill)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  124. Bug, Engine, 0006, related to entry 0007:The other issue I've seen is that when a door is opened, the first square in front of you is black (moving backwards or forwards uncovers it) (LoS related)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  125. Bug, Engine, 0007, related to entries 0006 and 0005:LoS system is still not fully optimized, showing some unexpected squares as black (see here: viewtopic.php?p=2420#p2420 and viewtopic.php?p=2422#p2422)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  126. Bug, Engine, 0012:If you have the character record screen open and accidentally press the game's (and not the character record's) close window button, the "are you sure you want to quit" window pops under the character record and is not clickable (at least this can happen, depending on the position where your character screen appears, screen size and resolution dependent). You cannot move or close the character record at this point, as the game expect you to answer yes or no to if you want to quit. Bit of an awkward moment. Solution: Have the quit pop-up window open on top of any other windows.
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  127. Bug, Engine, 0127:Playing the game on my netbook with integrated graphics, I got an error message saying "Not able to use hardware vertex processing...using software instead" on (1) starting the engine, (2) starting a module, and (3) each time a combat was initiated. I acknowledged this message the first time when I started the engine, but it's kind of annoying to have it pop up all the time even during the game. (Not game-stopping, just a little annoying).
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  128. Bug, Engine, 0128:As I already mentioned in that other thread, the game works fine on my netbook most of the time, but the character creation screen is too wide for its maximum resolution of 1024x600, so that I normally wouldn't have access to the skills and spells windows. In the meantime I've found out that I can move the whole character creation window by clicking and holding its top bar, so that issue is solved, not perfectly but it's serviceable for now
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  129. Bug, Engine, 0139: Bug: The game does not save world time, e.g. on reload it's 00.00 hours on day 1 again. Link to improvised quickfix: viewtopic.php?p=2869#p2869 State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  130. Bug, Engine, 0013:Minor Regeneration spell name doesn't fit the button it's on (in combat "Use spell" window).
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  131. Bug, Toolset, 0125: Creature properties, here: Size property, infobox text: description in infobox in toolset for creature property Size uses old pixel sizes like 50x50 etc. instead of 64x64 format
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  132. Bug, Engine, 0130:Inventory screen triggered via "i" button in combat is not fully functional right now, especially "using items" is not working
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  133. Bug, Toolset, 0138: Clicking on "Duplicate" in the toolset with a category (not the item itself) selected crashes the toolset. State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  134. Bug, Engine, 0011:The item properties ItemAreaOfEffect (or is this supposed to be purely graphical, with no effect on targets really hit?) and ItemMaxDexBonus are not working. At least in the various instances I played around with these.
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  135. Bug, Toolset, 0016: Trigger property: TriggerSquaresList: Looks like some bug here. When clicking on "..." to see the list with squares and their coordinates, the right hand field of the new window will display for value of x,y a line like "The object does not match with target type".
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  136. Bug, Toolset, 0136: When placing two triggers on the same square, only the trigger that has been placed first is ever used. The z-order property seems to be irrelevant / not working here.
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  137. Bug, Toolset, 0017: Building an encounter: the toolset allows placing e.g. several creatures on the very same square right now - is this intended? Please do not remove the option of a pc/the party standing on a non-collision creature square as this is heavily used by the move actors on worldmap scripts.
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  138. Bug(?), Engine, 0010:Dead monsters aren't properly deleted from the map, but can remain colored red in half-limbo on the map. Confusing as it's not certain if they are dead or not. Note: There might be spells or abilities that do something with dead monsters, undecided here.
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  139. Bug, Engine, 0151: Looks like the handling of dead creatures and PCs in combat is a little buggy: While having great fun with Castle Hearkenwold here atm, I found that in the occasion that a enemy living creature stands on the square of an enemy dead creature my next attack was directed again against the dead creature, killing it again (DONE). Also, a dead creature got an attack of opportunity against an archer of mine firing an arrow when standing next to the body of the dead creature (DONE). Finally, I had a situation where I somehow tried to move into the square of dead PC, but this was registered as attack on a goblin standing a square further away, iirc. Not certain about this one (DIDN'T FIND). All in all, I think it's worth to put some extra testing time into the handling of the dead ;-).State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  140. Bug, Engine, 0126: Looks like the dead can level up still? Also look into other quirks concerning the dead, like properly displaying them as dead on their portraits. They should not be healable neither (before being revived, that is).
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  141. Bug, Engine, 0009:When an another PC steps on a field with a dead PC, the dead PC is still drawn on top of the living PC (or at least the death marker is). I think the living PC should always be drawn on top?
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  142. Feature, Toolset, 0075:custom ui stuff (buttons, headers, etc. to avoid using the NWN2 ones that are there now)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _8_ Hours already invested: _ _ Teammember in charge: _JER_

  143. Feature, Toolset, 0071:do three more default character classes (see Kickstarter promise)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _3_ Hours already invested: _ _ Teammember in charge: _JER_

  144. Feature, Engine, 0065:add scripts for fleeing from combat (after battle has begun) and trying to avoid combat (prior first round)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  145. Feature, Engine, 0021, related to entry 0048:floaty info text on creatures in-combat (custom script, so authors can define what is shown under which conditions on mouse over), might include a to hit % for weapon attacks for quick orientation (and a make successful save chance for targets hovered over when a spell is selected)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  146. Feature, Engine, 0022, related to entry 0048:extended functionality of info box in combat or even full separate creature info screen on e.g. right click on creature token (think "bestiary", monster could get enlarged token graphic as portrait or separate one (optional), author could attack descriptive text, etc; all content would be script driven)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  147. Feature, Engine, 0038:add status effect letters to character portraits (author can define which effect gets which letter in the toolset as well as the color of the letter)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  148. Feature, Engine, 0110:Conversation: allow for inter-party conversation; right know such could be done via triggers; might be nice if the player could at any time initiate a party conversation with any party member via click on a special interface button
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  149. Feature, Toolset, 0067:add racial traits
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  150. Feature, Engine, 0082:add adventure map "M" hokey for blending in an author created world map; ideally all areaMaps would have a property WorldMapPosition (x,y position), so that party position on worldmap could be automatically displayed by reading that property of currentArea and placing a party marker at that position on worldmap
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  151. Feature, Engine, 0020:show remaining movement points of the PC whose turn it is in combat as a number
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  152. Feature, Toolset, 0036, related entry: 0027:Speaking of trait use, those traits that are passive, e.g. require no click on the" use trait button" should be removed from the use trait list. There should be two properties for each trait in the wizard (displayInCombatUseTraitListForActiveUse and displayInWolrdMapUseTraitListForActiveUse ). Same perhaps for spells, skills and items that cannot be cast/used in combat / only in combat etc.
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  153. Feature, Engine, 0037:add critical hits to default IB
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  154. Feature, Engine, 0039:add customizable third row of info (in addition to SP and HP) to character portraits, for e.g. energy shield value, endurance percentage, number of crippling wounds, Spell points (when SP should be interpreted as non-spellcasting relevant stamina) etc...
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  155. Feature, Toolset, 0040:add damage adders (like +2 or -1) to damage properties of creatures and items
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  156. Feature, Toolset, 0041:add table for to class editor for base attack bonus; let the table have several columns one for each new attack, so authors can define 1) at which level a new attack appears and how it's attack bonus develops; could also be an attack malus here
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_

  157. Feature, Engine, 0031:Red highlight for items not equipable / not usable by currently selected character (in inventory screen)
    State ("not started" or "begun" or "finished"): _finished_ Estimated hours needed: _ _ Hours already invested: _ _ Teammember in charge: _JER_
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Re: Project Management: The Task List

Postby youngneil1 » Sun Sep 08, 2013 5:56 am

Nice, to see first entries. Looks like the stuff to do up to beta is much, but hours also tell it might be doable. Great! Obviously, that's all just guessing. We will adapt this as we go.

I think I will add a new standard info to each entry, namely:

- Who works on it? (as the team grows this will become crucial I think)

Also, I will rephrase the "hours finally needed" into something like "time already invested". As we also have a begun/finished field at the beginning, this rephrasing will tell us the current time put in already as well as the time needed in the end, all in one field.

Thoughts?
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Re: Project Management: The Task List

Postby youngneil1 » Sun Sep 08, 2013 9:37 am

Smuggled in some proposed complexity into entry Nr. 7 (ID 0077, additional creature properties); also found that rather central property AttBonus is not available (it's greyed out) in the toolset right now). I think we had the issue beforehand and resolved it? Or did I do some scripting in RedCarnival to re-introduce the attack boni that way? Hmmm...

Made also some suggestions for entry Nr. 56 (ID 0078, additional item properties), based on dialogue with Grue.
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Re: Project Management: The Task List

Postby youngneil1 » Sun Sep 08, 2013 3:04 pm

@Jer: Did some more work on the layout (should be easier to enter the hours now, just enter between _ _, all the color an formatting coding is in place already now) and clarified the entry categories at the beginning of the task list. I fear I messed the data you entered a little - could you please double check the hours you entered and update accordingly. Will affect those entries where you already invested hours, think I lost a position where you had entered 10 invested hours. To clarify: Is work on worldtime finished? If not, what's the total hour estimation there?
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Re: Project Management: The Task List

Postby youngneil1 » Mon Sep 09, 2013 5:03 am

Big gratz to Jer for completion of first task :D ! One down! And even 3 hours faster than estimated and with a result of about 95+% savegame size reduction which easily carries us into very manageable savegame sizes (even for veeery large campaigns, of which a few we will have when I look at our current team activity :D ).

Worldtime is making great progress, too - option to have days, months, etc. as floating text quickly accessible will come in very handy. On large overland maps I will likely additionally use some floaty text to inform the player directly on the time that as just passed with moving to next square (e.g. "7 hours" or perhaps even "2 days").

7.5 hours buffer time is very fine - some of it might go into item properties becoming more focused due to incoming backer design wishes for items (same for creatures which are on the beta agenda already though). A chunk will also be needed for "release the BETA" logistics and contact with backers. Furthermore we might see some extra work on local variable saving and perhaps an additional type of property for storing savegame independent, custom information on objects.

All in all a very productive weekend - keep on going strong!

Edit: Alright after reading message form Jer I added "Feature, Toolset, 0078, related to entry 0096:additional properties for item" as new Nr. 7 in the list of tasks to do prior Beta. Will need some hour estimation here, please.
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Re: Project Management: The Task List

Postby youngneil1 » Mon Sep 09, 2013 5:50 am

In case that some entries, like Nr. 6 (creature properties) and 7 (item properties) are too comprehensive, I can easily break them down into smaller tasks and only have those parts crucially needed in the prior Beta list. Just give me an indication here.
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Re: Project Management: The Task List

Postby youngneil1 » Mon Sep 09, 2013 12:27 pm

Two more tasks down and item properties task added to pre beta tasks.. yet, still 6.5 hours buffer time! Excellent - this develops nicely so far :D. Updated all times and stuff.
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Re: Project Management: The Task List

Postby youngneil1 » Tue Sep 10, 2013 7:03 am

One more task (dodge trait) down, also some bonus work on traits and effects. Good development there. All updated.
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Re: Project Management: The Task List

Postby youngneil1 » Tue Sep 10, 2013 9:04 am

I am wondering how to deal with new feature ideas (we had quite a few lately concerning world map, e.g. mouse movement, message box, number Ultima VI style action buttons for inspect, use stuff, etc.). On the one hand such ideas might get lost in the quicksand of time if I don't put them down in the task list, on the other hand I fear to simply demotivate you when you see the list not shrinking, but growing despite all the hard (and much, much appreciated) work you put into it.

So, how do you feel about this?

Of course, just because soemthing enters the task list doesn't eman it has to be done. It's still just a proposal, nothing more.

In any case, I will implement an EXP system :D . You will awarded EXP for doing tasks. Now, as these tasks come in different shapes and sizes, just like monsters, they will net a different worth of EXP to you. Base EXP is determined by the estimated hours worth of a task. Additionally, you will gain a "speed kill bonus" :mrgreen: for each hour that you undercut that estimation. So, if you do an estimated 10 hour task in 7 hours it's worth 13 glourious EXP (10 + 3 speed skill bonus).

You will level up every 20 EXP - hooray! On each level you will be awarded a new surpirse (!) title - just saying I got a Pathfinder Monster Handbook next to me and these critters are rated nicely, too. Now, not that I want to hurt anybody's feelings ;) , but we all have to start small, so your current title is:

Jer's EXP: 16 (13 regular + 3 from speed kills)
Level: 1
Title: Snotling
http://www.frikipedia.es/images/thumb/b/bc/Snotling1.jpg/180px-Snotling1.jpg
EXP for next level: 20 (4 to go!)


Furthermore, I think we as community might actually be able to help you with some beta stuff, namely:

(1) Design of fresh buttons /interface elements as well as (2) scripting tutorials. Give us a heads up if you need/want support here.
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Re: Project Management: The Task List

Postby Lurking Grue » Wed Sep 11, 2013 6:32 pm

youngneil1 wrote:In any case, I will implement an EXP system :D

:D This is great!! :lol:

youngneil1 wrote:Jer's EXP: 16 (13 regular + 3 from speed kills)
Level: 1
Title: Snotling
http://www.frikipedia.es/images/thumb/b/bc/Snotling1.jpg/180px-Snotling1.jpg
EXP for next level: 20 (4 to go!)

Woot! Go, Jer, go! What class is Jer, btw? A mage perhaps (i.e. coding wizard)? Oh, and props for good old snotlings, heh, I remember them from Warhammer.
"It is pitch black. You are likely to be eaten by a grue."
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