Coding Task List - Before IB2 Initial Release

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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Mon Feb 04, 2019 10:30 am

Back to return and escape hotkeys in 1001+ screens :lol: . Not the most exciting work, but I am still confident that play comfort and an intuitive ui go a long way in making a game more fun.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Tue Feb 05, 2019 9:10 am

Finished the work on esc/return hotkeys. I hope I got all screens covered (and the mutliple contexts some of them can be called in). I removed the exit button from the combat ui (the esc key does that here, too). I am a bit torn on how to proceed from here - the most natural choice would be to continue work on the tutorial adventure. On the other hand, I am tempted to give pc creation by manual atrribute point distribution a try. That is something I have been dreaming of for a very long time and as I did lots of button and ui stuff recently (see above), it might be a good time now to tackle it...
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed Feb 06, 2019 6:52 am

Manual attribute point distribution it is. I have created 18 new Buttons in the pc creation screen, left hand side (with six of them just indicating the attribute name, the others being + and -, left and right of the attribute name).

This is my battle plan expressed in new variables, should be more or self explanatory where this is headed ;) :

Code: Select all
 public bool useManualPointDistribution = true;
        public int attributeBaseValue = 10;
        public int attributeMinValue = 5;
        public int atttributeMaxValue = 18;
        public int pointPoolSize = 18;
        public int twoPointThreshold = 14;
        public int threePointThreshold = 16;
        public int fourPointThreshold = 18;
        public int numberOfMentalAtttributesBelowTenAllowed = 2;
        public int numberOfPhysicalAtttributesBelowTenAllowed = 2;

        public int counterMentalAttributesBelowTen = 0;
        public int counterPhysicalAttributesBelowTen = 0;
        public int counterPointsToDistributeLeft = 0;


I plan of to have the full first group of variables fully configurable in toolset, so authors can do their own balancing excercise. Of course, the other methods of randomly rolling attributes will remain available for authors, too.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed Feb 06, 2019 7:00 am

Additional note: All of this is before racial modifiers, so racial modifiers can increase attributes above 18 or lower them below 5. The cost thresholds are also applied before racial modifiers factor in. This makes even small racial modifiers quite interesting if you want to have characters with more extreme attribute scores.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed Feb 06, 2019 8:49 am

Slight adjustment of the default balancing:

Code: Select all
 public bool useManualPointDistribution = true;
        public int attributeBaseValue = 10;
        public int attributeMinValue = 6;
        public int atttributeMaxValue = 18;
        public int pointPoolSize = 15;
        public int twoPointThreshold = 14;
        public int threePointThreshold = 16;
        public int fourPointThreshold = 18;
        public int numberOfMentalAtttributesBelowTenAllowed = 2;
        public int numberOfPhysicalAtttributesBelowTenAllowed = 2;

        public int counterMentalAttributesBelowTen = 0;
        public int counterPhysicalAttributesBelowTen = 0;
        public int counterPointsToDistributeLeft = 0;
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Re: Coding Task List - Before IB2 Initial Release

Postby zach_holbrook » Wed Feb 06, 2019 1:10 pm

Whoa! This is huge. Can't wait to try this out.
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Thu Feb 07, 2019 7:57 am

First iteration of the system is up and running here :) . It is still quite buggy though and needs a bit more polish (ie information for the player while assigning points), but we will get there :D .
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Re: Coding Task List - Before IB2 Initial Release

Postby slowdive » Thu Feb 07, 2019 10:14 am

This sounds great! Does the random option still work and this only adds the ability to move them around a bit (like infinity engine) or is it a module setting to use one or the other option, but not both?
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Thu Feb 07, 2019 12:30 pm

At the moment it is an alternative to the random rolling (module setting). Maybe later I can add a hybrid option, too - like rolling and then modifying the rolled values manually. Both should be fun :) .
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Fri Feb 08, 2019 7:54 am

Fixed all bugs with manual point distribution I could see so far. I am into polishing now, eg to draw +/- buttons with red NA text if max or min attribute limits are hit. Also, I restructure the slighty space shifted/chaotic way that the attributes themselves are dispalyed (see :STR: 10 + 2 = 12 (+1)). Just imagine that I would use "tab stops" inbetween the components of this expression for a more calm picture. Show points left to distrinbute ingreen in green, dont use "+ -2" but just "-3". Little things, but they take surprisingly long to get right, sigh :lol: .
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