Hey there,

Akien {l Wrote}:Release version policy
I agree about the release policy. that's what we were doing anyway, but it can't hurt being said officially.
Hwoarangmy {l Wrote}:we should rather choose a date (between 2 or 3 months) and release with what will be done by that time.
+1 We're a spare-time project. Adding fixed deadline is IMHO adding a useless pressure.
Akien {l Wrote}:- GUI to create a new level from scratch, define the size, description, basic seat parameters (seat color, allowed teams/factions, starting position)
I'm fine with it. I'll move the issue #22 to 0.6.0 then. If anybody is against. Just tell why.

Danimal {l Wrote}:- Support for creating biomes when starting a new map in editor, even if just a stump for now (it should predefine tileset, music scores and creatures)
In other terms, the tileset used should be part of the new level options.

I've added that in the issue description.
Hwoarangmy {l Wrote}:Akien {l Wrote}:- Temporarily drop the tile fullness categories from the editor since we are hardly using them gameplay-wise, i.e. propose only fullness 0% or 100%. This will prevent putting 25%, 50% or 75% full tiles by mistake when trying to switch between ground and wall tiles.
I agree. I made the mistake once to use 25% tile fullness instead of 100% and I had to change every tile manually in the level. Since there is no visual difference between full tiles, IMHO, we shouldn't bother about fullness states.
Danimal {l Wrote}:I actually like the idea of land hardness and coming with 2 new textures should not be that difficult, but i would change it to 0%, 100%, 200% and 300% hardness
This is an area that is IMHO not very well defined yet on what final feature and visual behaviour we want to have and support.
IMHO, the hardness/fullness of a tile is determining how much time/gold you will use/earn when digging it. Atm, visually, we only support 100% and 0% but as for the value, we support more. Akien is proposing to follow the currently available visuals by only permitting 0 or 100%.
Here, I do think that is enough, both visually and in term of code, and that the time needed to dig/claim as wall should be changed by the creature level and the tile type.
Are you ok with it Danimal or is there something different you'd like to see happen here and why?
charlie {l Wrote}:It's been a little while since I played, but one of the things I didn't like so much was how much creatures moved through each other.
Somehow it looks worse when it is 3D models than it does with 2D sprites. I guess the unclean overlap makes for messy viewing.
Yeah, you're right. We talked about that a few times and we were thinking about adding a random offset when multiple creatures are on the same tile.
I've opened an issue about it:
https://github.com/OpenDungeons/OpenDungeons/issues/697Danimal {l Wrote}:hwoarangmy {l Wrote}:That was hardcoded in the training room (and still is). Creatures with level >= 10 cannot train. I guess the idea was to need another room (or at least upgrade the training room if we allow room upgrades). In DK2, the training room could not be used after a certain level. You had to use an arena (that hurts the creatures fighting) for higher levels. IMHO, that's a good idea.
Good thinking, i agree, but maybe it should be raised to lv15 instead?
There are several things here. I think we're all ok to see another room alla arena. As for the level, I'm not sure. What max level should a creature get in the arena for instance?
Is lvl10 in training room, lvl20 in arena acceptable or do you see more something like lvl15 in training room, lvl 25 in arena maybe?
In any case, the lvl should be dehardcoded, I've opened an issue about it:
https://github.com/OpenDungeons/OpenDungeons/issues/698Arena:
https://github.com/OpenDungeons/OpenDungeons/issues/699 (Set to Later)
Danimal {l Wrote}:- Forge: needs disscusion, too bland? weapon upgrade is nice but it could also be used to promote creatures, once they pass a fixed level (20?) they could get put in there and become something else like "Adventurer Lv20 -> knigthLv10", also, the evil keeper will have many more beasties that wont benefit from forge as the good keeper will (who is full of humanoids). ideas for it?
- Promote certain units should be a unlockable skill specific to each faction.
- Balancing the forge should be discussed only once we have it in game, IMHO.
Danimal {l Wrote}:"Dark Temple" could be expanded to evil keepers by allowing to sacrify creatures to mix and match stronger ones, while heroes only get access to "Ligth Temple" where only prying for mana is allowed since they are good fellows (two different temple rooms in fact, and a excuse to use the dance animation)
An advanced room. :> I like that. We still need to add something to the light temple, though, or I can already hear players complain.

Easy enough as it is configurable. Using two or three different music shouldn't hurt. Since I likely look into sounds, I'll likely handle this one.
Campaign basic support, level linking and maybe a basic map to graphically choose level, support for displaying videos in between levels or after clicking map
Some parts of this one are clearly too early, IMHO. I wouldn't create a clickable worldmap to select a level a priority for now. In fact, I must say I'm rather against starting the campaign until we have 80% of the features done or we will have to perpetually redo it afterwards. That said, as usual, if anyone wants to throw himself into it and start implementing, I won't complain either.
But I'd add prerequisites:
- Scripting support and event handling.
- scripted goals support.
- Tier II rooms for both factions.
Btw, I self defined Tier I. What is Tier I, Tier II and Tier III creatures and rooms in your own opinion?
In the meanwhile, I'd rather have us create new skirmish and lan levels used to test and/or show up the new features, just like we're doing now.
Danimal {l Wrote}:the skull flags serve as health bars and heal spells should be possible to integrate by what bertram and Hwo say. Maybe add more partial overlays to the skull flag so life is indicated more precisely than just 4 states?
- New request: change image in skull flag when one creature need is at it lowest, like need to sleep(Zzzz), eat or is knocked out
Improving the Skull Flags is a good idea. I would make the skull flag health states be 8 not 4 indeed, as the 2 and 3 make it a bit unpredictable when in a middle of a struggle.
I would also like to make it so the skull flag is depending on the faction.
But as for the other states, if it's possible, I would rather use other smaller icons on top of the skull flags, like a Zzzz, a very angry, ...
WDYT?
Best regards,