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 Post subject: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 4:27 am 
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MS 3 is so bug-free that I don't think there will be any need of releasing updates for it, so let's start planning MS4. ;)

Quote:
Milestone 4: First Beta

Includes first half of the main storyline (chapters 1 and 2 with all their locations)
NPCs with quests
Shopping system
Mage and Cleric spellbook systems
Inventory


To try something a bit different this time, I'll make a number of reserved topics at the beginning of this thread so that all the latest updates in a short form can be found right at the top of the thread.

Feel free to create new posts after the reserved and assigned ones as well as update the content of the ones at top.


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 Post subject: Re: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 4:29 am 
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Quest system
in progress

Currently being coded.


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 Post subject: Re: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 4:29 am 
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Shopping system
to be started


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 Post subject: Re: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 4:29 am 
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Mage spellbook
to be started


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 Post subject: Re: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 4:31 am 
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Cleric spell system
to be started


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 Post subject: Re: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 4:33 am 
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Inventory (backpack)
finished

The current two-dimensional inventory might be even good for the final release, depending on the number and type of items in SE.


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 Post subject: Re: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 4:34 am 
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Storyline elements
to be started

Depends on Sahadia, if nothing is done yet during MS4 it's not tragic, but the faster this is started, the more time to polish things.


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 Post subject: Re: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 4:38 am 
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Non-combat maps
in progress

I'll continue working on the port city and the desert village, as well as building the other non-combat maps required for the first half of the storyline (small order bases in the forest etc).

If you would like to work on any of the non-combat maps listed in the first half of the storyline locations, post here.

Update: I've added Taskfreak tasks for each map/hub separately to track their progress individually.


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 Post subject: Re: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 4:41 am 
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Dungeon maps
in progress

Unless somebody else would like to, I'll build the first combat map of the main storyline (small clearing in the forest).

The other combat maps already exist, they need to be sorted into hubs with exits to the travel map locations, a bit of tuning of monsters, and if there are new placeable items in MS4, those should be placed around the maps as well. Also, outdoor areas of maps should be adjusted to the world location they are at (e.g. Necros starting map will receive desert sand instead of the dirt floor).

Update: I've added Taskfreak tasks for each map/hub separately to track their progress individually.


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 Post subject: Re: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 4:43 am 
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Travel map adjustments
in progress

If there is a new travel map graphics created with a different style/technology, that should be done first. Afterwards (or if skipping this step), roads and entry points need to be created for the travel locations at their final positions.


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 Post subject: Re: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 4:45 am 
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Other
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 Post subject: Re: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 6:07 am 
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Shopping can be done in three ways:
1) by map script: player presses buttons on walls or cross some lines and gets items;
2) by dialog, a la Strife;
3) by the use of some custom window with graphic interface, where player can select items more or less freely;

I would vote for 2nd as a temporary solution and 3rd as final implementation.


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 Post subject: Re: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 6:33 am 
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I think it also depends on the number of items available for purchase in SE. Both regarding inventory and shopping system it might be best to first try to determine the ballpark figure (a dozen, a hundred, some other order of magnitude) and how many of these items you would ever find in a single shop.


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 Post subject: Re: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 8:26 am 
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I've got a small question, will we base this work on what's already done for MS3, i.e. if saha writes a quest for the MS3, would it benefit MS4 somehow? Or would it be better if he began working on what's defined in the design doc?

I want to revise the fighters weapons belt, it doesn't draws the weapon icons correctly, I still look for what's wrong there... once that's done, I'll work on the Inventory additions (navigation up, down, left, right) and then on the journal's quest stuff, so that we can begin writing quests and NPC dialogs, since IMO that would speed up things a bit for working on maps as code is done and help test stuff a bit faster too.

_________________
I'm the ruler of the Fire Power.....


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 Post subject: Re: KRPG Milestone 4 (first beta) progress tracking
PostPosted: Tue Dec 29, 2009 8:54 am 
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Firebrand wrote:
I've got a small question, will we base this work on what's already done for MS3, i.e. if saha writes a quest for the MS3, would it benefit MS4 somehow? Or would it be better if he began working on what's defined in the design doc?


Can you rephrase this question in some other way? I don't think I understand what you mean.


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