Prerelease open Overlord App (Valkyrie)

Hi all,

For all who are interested I have released the first version of the open Overlord App I have been working on (called Valkyrie). You can check it out here:

https://github.com/NPBruce/valkyrie/wiki

Please use this for all issues/feature requests:
https://github.com/NPBruce/valkyrie/issues

And for those who want to make content, check out the quest creation guide here:
https://github.com/NPBruce/valkyrie/wiki/QuestGuide

With tutorial here:
https://github.com/NPBruce/valkyrie/wiki/QuestCreationTutori...
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Seems really interesting. However, can you explain how is this app different than the "official" one?
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Ken Thibodeau @fardoche
Seems really interesting. However, can you explain how is this app different than the "official" one?
I'd say the biggest hint is at the bottom of the original message:

Quote:
And for those who want to make content, check out the quest creation guide here
Ken Thibodeau @fardoche
Seems really interesting. However, can you explain how is this app different than the "official" one?
As mentioned the big one is that it is customisable (you can do custom expansions we well as quests). It also gets around some people's fears of the official app being unsupported at some point in the future (the code for this is open).

I am also planning to add a number of community requested features such as:

- Undo
- Additional digital platforms
- Additional board games supported
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I do not have a github account, but I found a typo. When clicking on a monster, one choice is "Infomation", but should be "Information".

Pretty slick, by the way. I like how this is used to create co-op new adventures.

I can see how this could be used for other games.
Ryan Byrd @ryan_c_byrd
I do not have a github account, but I found a typo. When clicking on a monster, one choice is "Infomation", but should be "Information".
Fixed (along with a number of other things) in the latest update.
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Wonderful initiative. Subscribed and have a
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You need to advertise everywhere I was hoping someone will do this, I hope it takes off and I can download tons of great quests/campaigns
Slanesh @Slanesh
You need to advertise everywhere I was hoping someone will do this, I hope it takes off and I can download tons of great quests/campaigns
Feel free to spread the word. Working on the quest editor now.
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Great work! This has huge potential. I can't wait to start making quests with it for my group to play.

Thanks!!
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Does the quest editor have all the room tiles available from the Core set?

Are you planning on making a graphical quest creation program? The grid system you have works, but I need graph paper and stuff to work out where the room tiles will lay out.
Marc Norris @liquidlogic
Does the quest editor have all the room tiles available from the Core set?

Are you planning on making a graphical quest creation program? The grid system you have works, but I need graph paper and stuff to work out where the room tiles will lay out.
Check out the "valkyrie_Data\valkyrie-contentpacks\D2E" directory, it contains all of the data I have for the game. There are a few missing tiles because they were missing from the RtL App (not actually used in any RtL quests). It shouldn't be hard for you to work out how to add any.

The graphical editor is *very* close now.
Editor is up! Note that the editor may not be as stable as the game itself, report bugs!

I am also looking for someone to document how to use the editor if there are any takers?
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I can do it tommorow I hope
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Bruce @BruceLGL
Editor is up! Note that the editor may not be as stable as the game itself, report bugs!
Most of these are probably just me not knowing how to use the editor, so take them with a grain of salt. Thanks again for creating this!

Here are my encounters and questions with the Quest editor:


UI = problems with the user interface.
Bug = possible bug


1. (UI) Its unintuitive to have to hit 'Quest' in the upper left corner to add a new tile. Maybe expand the Quest box and put it as a list on the right side of the screen. Also, I'm not sure if it's possible to have all or most of the work done on one screen so you dont have to exit out to add something new. If not, add a 'back' button.

2. (UI/Bug?) >< Min/Max Camera and >< Position: I cant figure out how to manipulate these? clicking >< Position does nothing when you click it. Double clicking it warps the current tile up and to the left (sometimes warps offscreen and I have to drag around to find it again). After I've found it, It's position is locked and I cant drag it where I want.
2a. Rotation - works well.

4. Adding additional tiles after the first:
(UI) After a lot of trial and error I found you have to click 'menu' then 'save' and THEN you're back to the beginning to click quest and 'new' to add a new tile. Maybe separate buttons > save --> quest --> new to add a new tile.

4a. (Bug) After I add a new tile, I cant get it into the correct position I need it to be in. Rotation works fine, but clicking and dragging it moves the entire camera view instead of just my current tile. (ie the click and drag moves both your current tile and previous tiles, such that you can never position the second tile properly).

- At this point, I haven't found any way to add 2 tiles together. Any additional tiles just pile up on top of one another and I cant manipulate their individual position(s).

5. (UI) Under 'Quest' box: Perhaps make '[Tile] [new]' a single box instead of two boxes for each of the types. It was initially unclear, as I was clicking on [Monster] box to add a monster group, instead of the [new] box next to it.

6. Monster:
6a. (UI/bug?) >< Position : clicking does nothing, doubleclicking locks it and moves the icon and camera view up and to the left.

6b. (minor bug) Unique title: when using the left and right arrow keys to move the cursor within Unique title, it also pans the camera left and right. Very minor bug.

6c. Placement: 2/3/4 heroes [+] The [+] box doesnt do anything when clicked/doubleclicked.

7. (Bug)MPlace: suffers from the same placement bug as tiles. doubleclicking warps it up and left.

I'll update later once I figure out how to position tiles and objects properly. Thanks again for your work on making this. It has tons of potential!
Yes the UI is a bit rough, that's why I want documentation. At this point I'm not going to improve it too much over adding other features.

1: The button in the top left (starts as 'Quest') shows the type of component that you are on and will always bring up the component selector (which can also create and delete components). This means you shouldn't have to 'exit out' to add anything. Also there is a back button on the bottom left.

2: Position buttons work by pressing them once then pressing once anywhere on the map.

4: See 1, can use back or just top left button, don't have to save.

4a: See 2.

5: I might add 'new' as an option until the tile selection list, then the new button isn't needed at all.

6a: See 2.

6b: Yep, known issue.

6c: You need to have an MPlace item created to add in. I can do the same as 5 (add a 'new' option to the items to select from). If you have an MPlace and still can't add please let me know.

7: See 2.
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Thanks!

So I got a little bit farther into understanding the quest editor(thanks for your tips on [>< position]. Here is my basic 1 room summary:

1. Set min/max positions
2. Select and place a tile.
3. Create an Event
- Position: Camera
- Trigger: EventStart
- Add Component: select your tile.

So from here I can save it and then start a quest and have it show my first tile. Good so far.

When I go back and now add a second tile and connect it next to my first tile, and select events for it etc --- As soon as I hit 'save' with 2 or more tiles down, the tiles automatically stack on top of or right next to one another out of their positions that I placed them in. Is this a bug?
Fixed.
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really cool idea!
the possibility to have user content is cool!

but,

the app crashes everytime i want to mark the first hero as activated :-(

tried it 2 times with different heroes
Sebastian @cador2
really cool idea!
the possibility to have user content is cool!

but,

the app crashes everytime i want to mark the first hero as activated :-(

tried it 2 times with different heroes
I need better testing! Fixed in 0.2.2.
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Valkyrie 2 Room Quest Creation Tutorial: Walkthrough

As I was learning the Valkyrie Quest Creator, I decided to write down how to create a simple tutorial on how to make 2 rooms with a locked door, key, an attribute test, a monster group, and win and loss conditions.

Link for tutorial:

https://github.com/NPBruce/valkyrie/wiki/QuestCreationTutori...

Dropbox link for Sample quest.ini made with the tutorial:

https://www.dropbox.com/s/jmcp53flln7myh9/quest.ini?dl=0

go to %appdata% Valkyrie and Make a folder "EditorQuest1" (or EditorQuest'X' where 'X' is a number you havent created yet) and paste the quest.ini file into that folder. You can now edit this quest.
At a first glance the only things are the MPlace is for undividual placements, you don't need it for groups and EventWin/EventLose should be EventEndWin/EventEndLose.

It might also be easier to start by copying the included quest, which has lots of different examples in it (such as a more typical example of a locked door becoming an unlocked door). Probably different for different people.
New version and better documentation up!

Marc N: I've just copy-pasted a mess of text into the wiki from your tutorial. Please feel free to fix it up. I suggest you have a look at the guide pages anyway, they will help you.
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Interesting. I'll have to check it out more later. I wonder if something like this has ever been on FFG's roadmap.

Being able to build quests means being able to re-create all the boxed material's campaigns
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Do you have any plans on including the Descent Core tiles that are missing from the RtL app?

I can scan them if needed. I'm not sure how to add the slight perspective/camera angle that the Valkyrie app has, however.

I'm working on a short quest now, and will post when I have finished an playtested it.
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