flareteam / flare-game

Fantasy action RPG using the FLARE engine
http://flarerpg.org/
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v0.17 Release #3

Closed clintbellanger closed 12 years ago

clintbellanger commented 12 years ago

I think we're close to being wrapped up for v0.17. Here's a list of remaining tasks.

Code

Mod Cleanup

Art/Data

If it sounds reasonable, I'd like to call a String Freeze for Friday, Sept 21.

Then we'll be looking at releasing v0.17 on Friday, Sept 28.

The demo itself won't have much in the way of new content -- just the teleporter map mainly, and a handful of spike traps in one map. That'll be okay -- these last few Alpha releases will not be very exciting for players, as it's mostly about making things mod-friendly.

dorkster commented 12 years ago

One thing that will touch flare-engine is engine string translations (since flare-engine has the default mod). There's quite a few new engine strings, so we'll have to regenerate engine.pot for our translators. Then when all the translations are in, we can send those changes upstream to flare-engine.

In terms of content, don't forget we have the stash now. I think player's will appreciate being able to swap items across saves (I know I do).

igorko commented 12 years ago

I don't like the idea of removing hud_alt. Maybe we could somehow use globe styled HUD? Or we can move globes and large xp bar to art_src and use it later for double scaled game.

Also I think "alpha_demo" is not the best name. We could call it somehow to avoid folder renaming in future when the Game will be released.

clintbellanger commented 12 years ago

If we get a UI artist to create good globe art, we can add the globe style hud back. For now it's just not up to quality standards.

I thought of the name "alpha_demo" because we actually don't plan to release that data in the final game. It's a barebones demo showing some alpha features, and not representative of the final quality of the game.

pennomi commented 12 years ago

I'm actually not a fan of globe-style huds; they are just too close to Diablo for my taste. Maybe we could instead have a concept artist put together a unique UI for Flare? It should be really easy to implement once we had a design spec (and the art, of course).

stefanbeller commented 12 years ago

Personally I'd let the user choose which of the HUDs suits them best. So we should offer a globe style HUD, but not necessarily as default.

I really like the current hud.

pennomi commented 12 years ago

@stefanbeller Hey, why not? We have a great mod framework, so I'd definitely agree with giving the option through the mods interface.

dorkster commented 12 years ago

My only major gripe with the current hud is that the HP/MP/XP display is shoved up in the top left corner. This requires quite a bit of eye travel from the player's avatar to their most important stats, especially on widescreen displays. I think they should be aligned bottom center around the action bar. I'm all for doing something that isn't globes, so maybe horizontal bars above/below the action bar would look good and keep all the critical information in one spot.

Also, this would fix a very minor bug. Since SDL starts the mouse cursor at (0,0), the HP bar starts in a "mouse-over" state until the mouse is moved elsewhere in the screen area.

clintbellanger commented 12 years ago

Another task:

Especially you guys that have been working hard on things (igorko, stefanbeller, dorkster), let me know how you would like your updated Credits entry to look. Usually we try to list the major highlights of what someone's contributed.

Besides that, we need to comb through all the updates since 0.16 to find any new artists or coders that need attribution.

clintbellanger commented 12 years ago

Probable task:

Looks like something I'll have to handle. The old maps (averguard and living bones) don't have new Tiled maps so it's not as simple as just exporting a new map.

igorko commented 12 years ago

Maybe @pennomi could give us Tiled versions of living bones maps?

igorko commented 12 years ago

@clintbellanger don't we have Tiled versions of averguard maps? They are just in tiled/ and maybe should be moved to separate subfolder.

clintbellanger commented 12 years ago

@igorko We have the averguard maps but just as tile layers. In other words they contain no enemies or events. Also I need to add the extra Tiled tilesets in correct order so that the doors will get the correct tile indexes.

stefanbeller commented 12 years ago

Looks like something I'll have to handle. The old maps (averguard and living bones) don't have new Tiled maps so it's not as simple as just exporting a new map.

You can try to add a tileset section, so tiled can recognize it as a flare importable map.

stefanbeller commented 12 years ago

However, when importing to tiled and exporting back into flare txt file format, be sure to review what has changed. some comments in the flare file get interpreted by the tiled plugin as the objects name. Other comments will be dropped.

pennomi commented 12 years ago

How good is the tiled importer? If it works really well, I'd suggest we use that to add the dungeon doors in. Note that we don't have any tmx files for the Living Bones areas, and even if we did, those were created with the same problem the old Averguard maps have - they only contain layer data.

I would suggest possibly waiting on adding in the new doors until we work on Flare (the game), since we are probably not planning on keeping the current set of maps at all.

stefanbeller commented 12 years ago

@pennomi The only known limitation as of now is the missing support for multiple entries named the same (specially mapmod happens often in one event in older maps.)

tmxfiles of the living bones stuff can be found at https://github.com/stefanbeller/flare-game/tree/master/tiled/living_bones

pennomi commented 12 years ago

@stefanbeller Ah, very nice. :)

igorko commented 12 years ago

I have sent pull request, that updates all maps we currently have. Tiled and Flare compatibility is not 100% yet, but it's almost such. Mainly bugs are present in tmx maps, generated by importer.

igorko commented 12 years ago

@stefanbeller Most noticable problems with map importer (you can check yourself by importing and exporting txt and compare with master) are:

Exporting works well now. except not attached comments. All current maps are exported from tmx.

clintbellanger commented 12 years ago

header location is probably obsolete. I used that before to test loading directly into individual maps.

Stefan uploaded a fix that corrected the object type error (see the latest Windows build).

clintbellanger commented 12 years ago

Looks like all the tmx files are created. Thanks to stefan and igorko for all the help!

I'll be touching up the Dungeon maps with new features: double door exits, new broken floor tiles, and scattered bones.

A note to self, possible data touch-ups to do before release:

clintbellanger commented 12 years ago

All the dungeon maps are updated. Now with more interesting floors and scattered bones! That's probably enough for map updates for v0.17 -- I'll keep working on the dungeon tile set updates to include in v0.18 and beyond.

At this point, please playtest all the maps extensively! We'll try to release tomorrow, and we want it to be as clean as possible.

pennomi commented 12 years ago

I just ran through the whole game (and for the record, it took 1 hour 44 minutes) and I didn't see any bugs, other than the pathfinding issue which has already been resolved. Good work all!

clintbellanger commented 12 years ago

All known gameplay bugs are fixed.

I spent about 3 hours on a full playthrough. Everything seems to be in good shape now.

I'll let it simmer for a while before officially making a v0.17 tag and branch.