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Messages - bugfartboy

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General Discussion / Re: Ask the developer a question!
« on: February 08, 2019, 09:30:55 PM »
Thanks for the write-up! It's a bit more complicated than I expected, but I can't claim to have written anything as involved or complicated as a game engine.

...oh, and about Unicode: getting Unicode characters to work in Unity at all is kind of a process, unfortunately, so probably not. However, your question has inspired me to add support for a couple more ASCII characters I can foresee people wanting to use, so hopefully that'll do. :)
That's a bit of a bummer, but understandable. I'm glad we got a couple of new characters out of it!

-- a fun new feature I threw into the game: skills can now have scripts attached to them via the runsScripts attribute, just like items!

When used, a skill with runsScripts on it will run each script once for each target that the skill hits. (For purposes of special characters in skill-initiated scripts, the game will treat the attacker as the triggering character, and each individual unit hit by the attack as though it is the secondary character.)

This is more of a statement than a question, but this feature makes me inordinately happy. I'm having flashbacks of desperately logging what abilities the player has selected by using the OnAttackSelect trigger, just trying to activate specific scripts based on the character and ability the player had selected, to no absolutely no avail. I don't even remember what I was trying to accomplish (was it really years ago already?), just that I couldn't feasibly make it work.

How does the future look for custom status effects, possibly using scripts for custom behavior?

General Discussion / Re: Ask the developer a question!
« on: January 29, 2019, 10:07:17 PM »
-- new special character, the double-semicolon (;;)! When this character is detected in text, the game swaps in a comma. This allows you to use commas in your script action parameters without totally screwing things up! (The game uses actual commas to delimit script action parameters--using the double-semicolon in script action parameters allows you to sidestep this effect.)
I have my guesses, but I'm curious how you're handling parameters internally, and what the processing order is. At what point in the process of reading/handling the XML node do you do your string substitution? Is it just once, or do you cycle through until nothing else can be replaced?

Is the new engine unicode-friendly? That is, if I type a '' (U+2022) or a '≸' (U+2279) into one of the files, will it render correctly in-game? If yes, what's the likelihood of getting support for inserting the actual code for a character, such as "•" "•" "•" for a bullet point, and handing it off to be converted+replaced with the appropriate character?

General Discussion / Re: Ask the developer a question!
« on: August 02, 2018, 03:37:40 PM »
That would be pretty cool, if you get to!

If memory serves, weren't you thinking of adding a flickering or animated type of light to TT? Is the possibility for such a thing in the cards for the new engine?

General Discussion / Re: Ask the developer a question!
« on: August 02, 2018, 02:58:56 PM »
Will the new scripting system be able to add/remove/modify individual points of light, or are they hard-coded only?

Will the scripting system be able to change global weather?

General Discussion / Re: Ask the developer a question!
« on: July 09, 2018, 05:29:05 PM »
he chose to edit or omit certain tracks in the interest of making the OST a more enjoyable listen

That's disappointing to hear, given the track is actually pretty neat, but entirely understandable. Thanks for the explanation!

General Discussion / Re: Ask the developer a question!
« on: July 06, 2018, 04:35:08 PM »
Playing through Telepath Tactics again, I realized there was music in the game that I didn't recognize. Was the music track "ThereWillBeBlood", found in the Caravan Battle Prelude (I think), not included in the Telepath Tactics Original Soundtrack?

General Discussion / Re: Ask the developer a question!
« on: June 28, 2018, 12:38:55 PM »
Will scripts work similarly to the previous engine, in that it's just a block of actions? Will the new script implementation support defining scoped parameters (making them more akin to functions), or will that need to be handled by the script's author?

??? / Re: A new engine!
« on: April 26, 2018, 11:13:28 AM »
Okay, so there aren't any specific abilities or features related specifically to race, you can just manually create a unit with those features? So if I desired a unit like Socrates there, I would need to manually design him, rather than just ask the engine for a Spriggat of class Swordsman?

I know you've said that the new engine requires graphics to be built into it (I'm guessing at compile time?). Does that same limitation extend to two-dimensional graphics as well? (Character and item sprites, being the big ones)

??? / Re: A new engine!
« on: April 25, 2018, 03:46:48 PM »
What's the extent of the separation between species and class with regards to abilities and resistances/weaknesses? Would, for example, a red spriggat swords(wo)man still be able to breathe fire and maintain a weakness to piercing damage?

General Discussion / Re: Ask the developer a question!
« on: January 19, 2018, 05:17:15 PM »
Gotcha. I guess my question is, what would you be using it for?
That's a valid question.  A simple system that comes to mind is a weapon repair service that could charge the player variable amount of Aura based on the item's consumedAfter stat, or could perhaps enhance a stat on the weapon (maybe enabling whetstones to boost the weapon's strPlus stat instead of directly modifying the character's stats).

Another, much more complex, system that comes to mind is one that would allow the player to collect herbs and mix concoctions for healing wounds, boosting abilities and resistances, or cure status effects, by modifying the stats on a single item.  It'd effectively be custom potion brewing, themed a bit more in line with the Telepath universe, without requiring a unique item class for each potential combination of effects.

(It would be rather difficult to develop a scripting framework for item stat modification based upon inventory List position that would actually be useful to modders, since any kind of item can be in any position--there would need to be a variety of Actions just relaying the various properties of items at any given inventory position just to let you discern which item to act upon!)
That's true.  Another potential method of accessing an item (that comes to mind) could involve adding a read-only id to each and every item instance that could be used in lieu of characterName,itemIndex to pick an item. Without knowing the intricacies of the engine, this could simplify the issue you mentioned, although it would bring with it a set of new complications.  Passing that item id to the script would require a new action, and the calling script would, at least once, need to go through extra work to determine if that id corresponds to the item or item type it wants. I could also see determining which character/object is actually carrying the item (which could be necessary to actually get/set an item's stats), if an item with that id even exists within the current map or shared inventory, increasing time complexity in a very nasty way (since nested for loops, one for the units on the map and one for the items in each inventory, are an O(n2) operation).

Another alternative method would be adding in support for a vetted scripting language, such as Lua, although I imagine that would require a total overhaul of both the game engine and already existing maps.

TL;DR: I can imagine a couple use cases for being able to more directly manipulate items, but I can definitely understand not wanting to implement it.

General Discussion / Re: Ask the developer a question!
« on: January 18, 2018, 04:00:10 PM »
While I was thinking something a bit more general use, you got the gist of it. Something like GetItemStatTo/characterName,itemIndex,statName,targetVariable, which could set the specified variable to the requested stat, and SetItemStat/characterName,itemIndex,statName,operation,modifyingValue which could modify the specified stat in a manner similar to the actions used to set character stats. itemIndex, in these cases, would be the position of an item in a character's inventory, assuming the data structure you're using to store items on characters is numerically indexed (such as an array).

General Discussion / Re: Ask the developer a question!
« on: January 18, 2018, 11:43:44 AM »
Would the ability to more directly manage inventory via scripting be a possibility?  If you're storing a unit's inventory in memory in an array (or anything else that implements System.Collections.Generic.IList(T)), perhaps actions to get/set values using the inventory to manage, the item's index within that inventory, and the item property you want to access?  (I'm making the very broad assumption that inventory in save files will continue to store the individual stats of every item in that inventory, such as below from the old engine.)
Code: [Select]
<Inv>Practice Sword,Weapon Hand,c:Swordsman::Fencer::Hero::Champion,,,Sword,16,25,0,0,0,0,0,0,-1,0,0,0,0,0,0,0,0,0,0,0,0,20,0,10,,Sword Wooden,Flimsy practice sword. Strength -1.||Bandages,triggered,,,,,2,16,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,20,,Bandages,Restores 12 health.</Inv>

General Discussion / Re: Ask the developer a question!
« on: January 17, 2018, 07:25:48 PM »
Is modding/scripting support for the new engine going to be as extensive as the currently released Telepath Tactics engine?

General Discussion / Re: Ask the developer a question!
« on: October 18, 2017, 06:03:38 PM »
Not quite, no. There is something like party simulation involved, but...well, you'll see! :)
-- lines of generated dialogue can now have specific facial expressions that the speaker will adopt while saying them. (I've also added this as a new parameter for AddSpeakerPortrait, whose parameters are now: (1) facing, (2) facial expression, and (3) force portrait name. Accepted strings for facial expression parameter include: Angry, Blank, Concerned, Confused, Excited, Focused, Happy, Irritated, Kind, Mean, Nervous, Pained, Sad, Tired, and Wink)

-- characters who get along can now pair up to Clean or Practice together at night, with the probability of a character attempting to pair up with another character impacted by a character's introversion or extraversion. (Characters will only choose other characters they're at least a little bit friendly with for such a pair-up.)

-- made it so only one character can choose to perform the activity Clean each night, though they may find a partner to help based on the factors above. (Compulsive characters are now moved to the front of the activity-choosing queue so they have a chance to choose Clean before this limitation comes into play).

-- wrote a method that analyzes character portrait data to generate a number ("genes") that determines whom the character may potentially be attracted to among their preferred species/gender. (For humans, nose type is determinative; for lissit, snout type; for spriggats, horn type; for shadowlings, plume type.) Thus, even if two characters have the right species and genders compatible with one anothers' gender preferences, they might still not find one another attractive based on intangible genetic factors. Quasi-pheromones, if you will.

-- wrote a second method to check for romantic compatibility between characters based on the above-mentioned factors.

Now I see: it's a world simulator set in the Telepathaverse!  Will it include cats drinking themselves to death?

General Discussion / Re: Ask the developer a question!
« on: September 28, 2017, 12:07:07 PM »
Looking through the new engine's developer log, and seeing the inclusion of nicknames, dynamically generated character portraits, preferences, special skills, and now complex sounding nighttime scenes, I must ask: is the new engine a more deterministic (knowing your aversion to too much RNG in games) D&D-esque party simulator?

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