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gel

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Posts posted by gel

  1. My understanding is that dice skins aren't related to a CHARACTER.  They're related to a PARTY.

     

    If I'm correct, then that makes perfect sense.  When you add an Experienced character to a party, then they would suddenly have default blue dice, despite what they had in another party.

     

    I got this impression from, I believe, release notes.  The number of any given color of dice you have is a limit on the number of characters in a single party that can use that color.  That's why there's no point in having more than six of a single dice skin.

     

    This is the correct functionality. Dice are assigned to a character within a party. If the character leaves or the party disbands, that leaving character (or the whole disbanded party) will have default blue dice.

     

    The reason this is done is to give a bit of colleciton to the game, without getting out of hand. Instead of requiring a unique set of dice to be assigned to every character, since a party size is maxed at 6, the most copies of a dice set you'll ever need are 6 (one for each party member).

  2. We had to change some of the dice because they were not rendering correctly on some devices (leaving us with some very negative feedback). The improper rendering was a more wide-spread problem than originally thought. I made the call to replace Hematite (intended as a dark shiny metallic color, but rendered as solid black on many devices) with a light glowing yellow/green because all the problem dice were changed into glowing dice to give them more visibility.

     

    I would like to revisit the metal dice (e.g. Hematite, Sky Metal Blue) because I really do love how they looked, when they rendered properly.

    • Like 3
  3. Oh hi! I made all the dice you see in the game. I'll just address some stuff:

    - Some dice don't render the same on different devices. I'm working to make this more consistent

    - ^ That means some dice also don't look right in the current build. Lapiz Lazuli is a very nice blue on most devices, but sometimes appears a bright magenta! I've tweaked the shader and it's more consistently blue now (with hints of yellow like lapiz lazuli).

    - I'm striking a balance between readability and just fancy dice. Some of the fancier looking dice are given some strong effects, but that makes them harder to read. I'm ok with this because we have more common dice with easier to read numbers, so I wonder if making them entirely readable will keep them as cool. e.g. I don't want Guardian Blue to have dark numbers even though that would be more readable. I think the whole thing should look kind of mystical.

    - @Loswaith, I also would like to work out that little kink on the dice when they finish rolling. I think it has to do with how the code rotates the dice. I'll have to look into it!

     

    Glad folks are enjoying the dice. I look to improve them in future updates!

    • Like 5
  4. I animated everything in the game and can say that all the cards have subtle animation, or "pulse" as it has been said. Cards in your hand don't pulse, but if you tap them to enlarge, then they will pulse. This was the simplest way to get some movement without hurting performance. It's a simple effect, but I think it looks dead when the cards don't move at all.

     

    While fully animated would look cool, it would be a ton of work. I'm not afraid of extra work, but the budget is (budget = time and money). It would also hurt performance for some users. Not only do moving cards mean animation, but it means more texture usage because of layered art. The game has so many cards that animating most of them would balloon up the memory usage.

     

    However! I feel that adding more animation to an area of the game that could players could get the most out of would be combat and other card usage. There are vfx for that stuff now (e.g. using a fire based spell for combat results in a firey effect, using a healing potion has healing vfx on your deck), but there could be more! There can always be more. Instead of animating the card, I can animate some sword swings, clashes, etc. It will help bring the card to life without making each animation a one-off. We might even use the still art of the card in there somehow, or use the card itself in a more involved manner.

     

    If we ever have budget for some more fancy shaders (yes, that means slower devices will cry), then I'd like to add some to the card art as well.

     

    Thanks for the feedback! Look for some pretty things in the future!

    • Like 1
  5. It's a bug, but perhaps not what you think. The Gallery is not supposed to show cards that are not unlocked yet. They will be completely absent until you've unlocked that particular Adventure Deck (and that Adventure Deck has actually been added to the game, which it hasn't since we only have decks B, C, 1 and 2 in the game).

     

    In other words, you're not actually supposed to see any cards in deck 3 or beyond at the moment, and part of the fix that is coming to a patch near you is that change, and also we'll put in some text to tell you this in game as well.

     

    This does not apply to the cards you get from Treasure Chests, which will show a ? card with a name, in place of the actual card.

  6. Hey, I'm André, the UI designer and art lead on this game. We've been discussing this issue for a while because it's come up a few times. I'm concerned about cluttering the UI with another button, so before we add a button, we're also looking into the causes of this issue (e.g. what's the performance on the device, how are users swiping, which direction, etc). Based on what is causing the problem most, we will attempt to fix that via the swiping code.

     

    I would be interested to hear more details or see video of people swiping and it not working. What I learned from watching playtesters is that not everyone "swipes" the same way. Some people use two fingers. Some people swipe from the edge of the screen. Some people only swipe downward. The game covers most of these situations, but it's important to make sure the game doesn't make swiping too easy either (accidental rolls). The swipe is currently a short distance, and that might be good on some devices and bad on others.

     

    If you have swiping issues, please tell me the tablet model you are using. If we have that tablet or a similar one, we might be able to fiddle with the way the game detects swiping and come up with a solution that works for [mostly] everyone.

    • Like 2
  7. This is great news. Thanks for the response. I just read they're removing the required Google+ account from Google Play. So hopefully this annoyance will lessen a great deal and my already integrated gmail account will suffice. Double good news.

    Yeah, you shouldn't need Google+ anymore. That's out the door. Google Play functions without Google+. I've certainly felt this change in some other Android games I play.

    • Like 1
  8.  

    Thanks for your replies, everyone! I totally understand now why some of the stuff in my initial post doesn't make any sense.

     

    I'm not sure how easy it would be to simply make this a toggle option.. So as oppose to the map view when you try to move you'd rather it look like the initial location selection correct?

     

    That's right! It wouldn't have to be the exact initial location view, just something that lets me see all of the locations and adjacencies without having to scroll around the map.

     

    7. Increase the number of things that roll automatically. Whenever something bad happens, the roll is supposed to be auto ...  Anything good should be manual 

     

    Ohhhh, that makes sense! So if I understand correctly, the fact that the Retaliation wildcard is a manual roll, is a bug?

     

    Culling all the stuff in my initial post that doesn't make sense, here's what's left (i.e., things that there is some agreement on):

     

    - A roll button: some like it, some don't, fitting it in the UI might be the hard part

    - Option to forfeit a scenario: it's coming someday. Yay!

    - Menu option to auto-skip cutscenes so that you don't have to pass 2 loading screens

    - Some method of negating the need to scroll around the map

     

    Sorry, but all culling is automatic and random, so 15% of your original post will be ignored.  :disguise:

     

     

    Just to be clear, I get you were making a joke about his post, but in Pathfinder Adventures, culling is not 100% random. We've put quite a bit of thought into how to make auto-culling feel like Lone Shark and Paizo originally intended for Adventure Deck progression. Because of this, things are random, but the rules they are based on are not random, and there are factors that play into what might be culled (higher/lower chances, etc). It's all in favor of a game that always feels right, whichever Adventure Deck you are in.

    • Like 1
  9. Quality of life suggestions seem like a tricky thing to suggest right now, since there are enough real bugs to deal with, but here are some things I'd eventually like to see (and am curious to know whether other players agree or I'm an outlier who ought to be ignored):

     

    1. A roll button. Swiping the dice is fun when there's a lot of dice, but it can be irritating when there's just one die, especially if it's a bum check that I'd rather get past as soon as possible (e.g. rolling a d4 for a dumb boon with a check of 10). In that case, I'd much rather perform one action (tap) than two actions (tap + swipe) to get past the check.

     

    2. An option to auto-roll recharge checks. Right now, each time I cast a spell, I have to do 2 pesky things afterward: tap "recharge" (as opposed to discard) and then roll the recharge die. I wish there were an option to do both of these things automatically. It would also be nice if, in the future, when we have cards that can be revealed to give a bonus to Int and Wis, these cards apply their bonuses automatically as well.

     

    3. Moving cards out of your hand should play them. Currently, if you want to play a card, you have to either tap it and then tap the appropriate play button (recharge, discard, etc), or tap + drag it to the appropriate area (the deck, the discard pile, etc). I'd rather it be just like in Hearthstone, where dragging the card anywhere outside your hand causes it to be played, regardless of the form of the play.

     

    4. An option to forfeit a scenario. This has been mentioned in other threads, but I've not seen anyone mention what I consider to be the most important justification for this feature: accidentally selecting the wrong scenario. It's one thing if a character dies on turn 15 and you have to grind out the remaining time; it's quite another if you accidentally hit the play button with the wrong scenario selected and have a full 30 turns of grindin' to do. Major pain point!

     

    5. A menu option to auto-skip cutscenes/dialogue. Don't get me wrong, I love the writing in this game! However, even the world's best writing is only new once, so an option to turn these off for players who have been through the game before would be welcome.

     

    6. An option to keep the starting location view for the entire scenario. I think it's really cool how you can see the locations in a physical space, but for gameplay purposes, I'd like to be able to see things more clearly. At the beginning of the scenario, when the locations are all shown on one screen (with the movement connections, for legendary difficulty), it's perfect! I wish there were an option to use this view for the entire scenario, so that I don't have to drag around the map so much when planning my moves during the game.

     

    7. Increase the number of things that roll automatically. It feels so great when the game just rolls dice for me automatically, such as when encountering a monster with pre-check damage. I wish that more things that the player has no control over would roll automatically, too. For example, with the wildcard power that deals 1 fire damage if you roll a 1 on a 1d6 each time you kill a monster, you have to roll the d6 manually, but there's no reason for this.

     

    8. Arcane/Divine spell filters. When Kyra builds a deck, she's typically not going to want to see the arcane spells. When Ezren builds a deck, he's not going to want to see the divine ones. It would be nice to have a filter here allowing the player to turn off spells that are exclusive to one category or the other.

     

    I designed most of these things, so here we go! I take all constructive [and some non-constructive] feedback very seriously. I'm not arguing anything, but I will give you some reasoning.

     

    1. It's just a swipe, but it's a confirmation and I want to keep it consistent. In playtesting, I've found people really need consistency, so if we ask people to swipe dice, we shoudl always have them swipe dice. However, the rules state you are allowed to choose to fail... that could be a button in the future.

     

    2. Addressed above (this means not my post, but by someone else).

     

    3. Addressed above.

     

    4. Addressed above.

     

    5. I think it's mostly a chore during testing, but not actual game play, so it's not something I'm concerned players will actually encounter enough.

     

    6. So this is a funny one. Someone at Paizo had suggested something like this long ago, before we had the map screen fleshed out. (FYI: Locations used to be offscreen and that was that. We added the floating location icons later to alleviate this.) Upon making those changes, they were appeased. This is one of those things that some players are just going to prefer a simpler view for, but it's one of those things where we could have done this in many places. From perusing the internet, I've found some players would just like to have Tabletop Simulator: PACG Edition. Everything would just be a recreation of the cards, no added context or visuals. I feel like, for simplicity, we did that during the starting locations selection. But the design and the aesthetic is to have the map give you the context. I think this is more important when adventuring on different maps, and Legendary mode's Linked Locations definitely need the context of why they are [not] connected. Boiling everything down too much will make the game a little stale. However, feedback is not without its merit here and I aim to improve the usability of the map screen a little (this may not make it into the release build, but one day there will probably be an improvement).

     

    7. Addressed above, but confirming it's a bug. Enemy rolls should all be auto-rolled for you. We don't think you should actually roll your enemy's "attack," even if you do that in the physical game because you have to.

     

    8. Could be useful. Someone internal had suggested we have filters for all card traits, but we evaluated this suggestion and ultimately felt it was too much. We figured if we ever did anything like it, we'd only have a very small number of filters. An Arcane/Divine filter would be pretty good. We'll look at this one more.

     

    Thanks for the feedback!

    • Like 3
  10. I don't believe it's possible to receive the same card for all 4 cards you get from a Chest... maybe 1 from every Chest but after 160 Chests, even that is extremely low. Per your example, 160 Ophidian Armors? Possible, but unlikely. 640 Ophidian Armors? I believe that is actually impossible.

    • Like 1
  11.  

     

    Fair enough. 

    Thanks for checking in.

    Any Art you arted that you can share?

     

    There are six background paintings on the website to look at for now. Those are ones I did more or less from scratch. Most things in the game are based on existing art from the physical card game, but due to the fidelity of tablets and for the sake of visual consistency I have had to modify everything.

     

    Most of the time it is taking a piece of art that is of an appropriate scale and level of detail for a card and doing something like this

     

     

    Pathfinder_Adventures_113147.jpg

     

    Some things are less obvious, but as I like to say

     

     

     

    I've fleshed out a lot of maps and I've also had to tweak things in character art to have consistent eye lines. You can compare screenshots with the original maps in the pnp books, and the Iconics art by Wayne Reynolds if you like. Some character art I've redone completely, but we haven't shown any of that yet to my knowledge. So, lots to look at but you'll need to squint ;)

     

     

    Nice roll!

     

     

    That's actually prior to the roll. (It looks like the player is revealing the Amulet of Mighty Fists.) Before you roll, you collect dice by using cards/powers. You can see this in action in some of the vids floating out there! :o [No link provided.]

    • Like 2
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