IBbasic Feature Board

Discuss engine and toolset ideas, bugs, etc.
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slowdive
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Joined: Wed Jan 15, 2020 4:37 am

IBbasic Feature Board

Post by slowdive »

CURRENT RELEASE (v1.0.08) (posted to NWVault: 6/10/2021, Google Play (Early Release Program): 6/10/2021, Apple App Store (Test Flight Program): 6/--/2021)
LAST EDIT: July 21, 2021


PLANNED FOR v1.0.09
GAME ENGINE
-add more/better AI types for creatures (smart spell casting, coordinated attacks, exploit parties weaknesses, differences for intelligent and less intelligent creatures, etc.)
-add summon ally and animal companion system
-[Done] add two more item slots (one more ring/accessories and one head/neck)
-[Done] get music working again

TOOLSET
-[Done] add more tokens and portraits to the default list for builders and players to use

SERVER STUFF

MODULES
-make sure The Elderin Stone and Lanterna - The Exile are fully tested and ready to go.
-make sure previous modules work with new systems added.



PLANNED FOR FUTURE VERSIONS
GAME ENGINE
-add d20 screen for DC checks in conversations and trigger scripts.
-add square modifiers that add to attack and damage (higher ground, magical square, etc.)
-add square modifiers that lower move distance (mud, snow, grease, swamp, etc)
-show symbol when conversation available for companion
-add a trip and knockdown/push trait (look for the one in IB as an example)
-PC stat/tracking system similar to IE? Keep track of number of kills, most difficult enemy, total damage dealt, total healing, etc.

TOOLSET
-add more tile options and possibly more filter buttons
-add save message when trying to leave area, enc, convo editors
-add a tinting system for tokens with multiple layers of the token that can have their HUE adjusted with a slider

SERVER STUFF
-share party progress button and screen to see what others have posted

MODULES
-update BarQuest to new IBbasic
-update Hearkenwold to new IBbasic
-update Lanterna2 to new IBbasic


RELEASED v1.0.08 (6/10/2021)
GAME ENGINE
-[Done] add d20 roll screen for combat
-[Done] separate multiple attacks out to allow them to be made one at a time for different targets if wanted
-[Done] allow move -> attack -> move or attack -> move or attack -> move -> attack, etc.

TOOLSET
-[Done] scripts from tiggers need autofill
-[Done] addjournalentry needs dropdown for parm2

SERVER STUFF
-[Done] display a large text message "uploading to server...this make take a minute..." when uploading/updating/downloading modules

MODULES
-[Done] update The Elderin Stone to new IBbasic
-[Done] update Lanterna1 to new IBbasic


RELEASED v1.0.07 (5/22/2021)
GAME ENGINE
-[Done] fix Android issue with not allowing "create" modules

TOOLSET
-[Done] create a more complete list of default creatures
-[Done] create a more complete list of default items
-[Done] add a pop up message for "release notes" for each module so that builders can tell players what has changed in each update
-[Done] add radio button for and/or for conditionals

SERVER STUFF
-[Done] make a module public or private. Private can only be downloaded by the person that made it. Useful for building on multiple devices and transferring your modules back and forth between them, when you are not ready to release it to the public just yet.

MODULES
-[Done] update FirstMod to new IBbasic (call it TutorialMod)


RELEASED v1.0.06 (5/9/2021)
GAME ENGINE
+[Done] change the shield item slot to something better for off-hand. Maybe a shield and a sword or maybe both main-hand and off-hand just show an image of a fist.
+[Done] need UI button for usedID
+[Done] show a symbol on portraits when level up available
+[Done] add delete module button on launcher screen
+[Done] default complete list of Player Classes (Paladin, Ranger, Fighter, Cleric, Druid, Thief, Wizard)
+[Done] default complete list of Races (Human, Elf, Dwarf, Halfling, Gnome, Half-Orc)
+[Done] default complete list of Spells
+[Done] default complete list of Traits
+[Done] combat mechanics: modifiers for number of adjacent PCs and Enemies (some visual indicator of the bonuses as well)
+[Done] bonuses for rear attacks and have a trait for expanding the area and/or bonus (some visual indicator of the bonuses as well)
+[Done] create an effect that increases move distance and one that doubles number of attacks (can be used for "haste" with both effects or a special trait like "dash" and "improved dash" that increases just move distance)
+[Done] show animation attack for attack of opportunity
+[Done] fix floaty text not always triggering in the current turn
+[Done] not all creature covered squares are triggering blocked squares for path finding, squares for creature attacking distance and moving, triggering attack of opportunity, etc.
+[Done] mirror image spell that checks upon hit to remove one image
+[Done] stone skin spell that removes HP from the spell effect until all are gone (have a separate DR/HP that adds to HP and depletes first). This system could also be used for a trait or spell that boosts a PCs HP or the parties HP like a Bard song. Have a single function for reducing HP that does all the checks for DR/HP and any stacking effects. Use an Effect for checking for stacking and after Effect wears off, reduce the DR/HP bonus to zero for that Effect.
+[Done] once per day/rest option for traits (lay on hands, rage, etc.) Maybe have a "cool down" timer that counts down after each use (or after a certain number of uses that could be based on level) and can't be used again until timer ends. Have a gaSetCoolDownTimerToZero type script that can be used in conversations or an Effect that does the same.
+[Done] silence spell effect that prohibits spell use for duration or does check each round while in effect area
+[Done] blinding effect that allows moving, but no other action. So a cloud of darkness spell would create a persistent area of effect that you have to move out of in order to attack or cast spells.

TOOLSET
+[Done] fix module backup button from saving to module folder instead of module backup folder
+[Done] add portraits to the art editor
+[Done] option (in the transform menu) to copy the idle frame to the attack frame for tokens
+[Done] use the token and portrait selectors for opening art files rather than a text drop down list. After opening the file, make sure and show the filename somewhere so that you know the filename of the image you are editing.
+[Done] use token selector for selecting creature tokens and item images in toolset
+[Done] add option to use a "data_override.json" and a "data_append.json" that can be placed in the module's folder. Can use the IBbasic Data Editor app to create them for more advanced builders. The IBbasic Data Editor app is a PC only app (the data files created will work in iOS and Android as well of course)

SERVER STUFF
+[Done] add ability for the server to automatically include reviews, endorsements, and comments.
+[Done] in app feature to upload and download modules.
+[Done] add features to have server save game files so players can continue their adventure on any of their devices.

MODULES
+[Done] update Blackwinter to new IBbasic
+[Done] update Raventhal to new IBbasic
+[Done] update The Birthday to new IBbasic
hotmustard
Posts: 15
Joined: Tue Feb 02, 2021 5:32 pm

Re: IBbasic Feature Board

Post by hotmustard »

If non-user-facing features are to be included in this list, I recommend integration of a unit testing framework. I am using it for the AI development, and it pays dividends. Integrates nicely with VS.

What I am using as my simple test harness:
https://dotnetfiddle.net/u8tCJ3

I won't commit this so as not too muddy the task of AI development, but in general, the more testing you can automate, the more solid your platform becomes.
Pongo
Posts: 79
Joined: Fri Jan 22, 2021 8:39 am

Re: IBbasic Feature Board

Post by Pongo »

No urgency, but it would be nice to have a "once per rest" option for traits maybe? Eg I've done a "rage" trait for a barbarian class - I don't want it to be SP based because it's quite powerful and shouldn't be repeatedly available through glugging SP potions for example. I've solved this by adding a very, very long cool down, which is cool and certainly adds a big limitation to its use. But "one/two/three uses per rest" would be a nice option.
Pongo
Posts: 79
Joined: Fri Jan 22, 2021 8:39 am

Re: IBbasic Feature Board

Post by Pongo »

No urgency, but it would be nice to have a "once per rest" option for traits maybe? Eg I've done a "rage" trait for a barbarian class - I don't want it to be SP based because it's quite powerful and shouldn't be repeatedly available through glugging SP potions. I've solved this by adding a very, very long cool down, which works really well and adds a big limitation to its use. But "one/two/three uses per rest" would be a nice option.
Pongo
Posts: 79
Joined: Fri Jan 22, 2021 8:39 am

Re: IBbasic Feature Board

Post by Pongo »

Also, an effect that prevents casting (like silence) would be add a good tactical layer to combat.
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