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Messages - CraigStern

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1
??? / Re: A new engine!
« on: February 15, 2018, 04:45:57 PM »
-- more progress on the shop interface! The game now displays the shopkeeper in the bottom-left; generates a selection of weapons, armor, miscellaneous equipment, and consumables; and lets you browse, switching between those four categories with tabs.

2
??? / Re: A new engine!
« on: February 14, 2018, 03:11:40 PM »
-- designed a new human nose shape. (This makes 10 human nose shapes in total.)

-- began building the shop interface.

3
??? / Re: A new engine!
« on: February 13, 2018, 03:51:56 PM »
Gave more artist feedback.

-- created all the 3D land-lava transition tiles!

-- created a camera collider and level boundary colliders that resize and reposition themselves to frames the outside of the level, then rigged things up so that they can only collide with one another. (Eventually, this will be the basis for a system that keeps the camera from moving outside the level.)

4
??? / Re: A new engine!
« on: February 12, 2018, 03:41:41 PM »
-- created a new button icon for the "fill cliffs" button in the map editor.

-- painting terrain in Elevation- mode will automatically delete all existing cliff fills so that you can't drop existing terrain into a cliff chunk below it.

5
True Messiah / Gearing up for Kickstarter #2!
« on: February 12, 2018, 11:10:46 AM »
Hey all! I'm giving True Messiah a second Kickstarter campaign next month.

In preparation for the Kickstarter, I've updated the True Messiah rulebook (as well as the "How to Play True Messiah" video series) to reflect the rules changes I've made over the past year and a half. :)

6
??? / Re: A new engine!
« on: February 09, 2018, 02:47:04 PM »
-- created a little space previewer window that shows up when mousing over spaces in elevation mode, so you always know what elevation your terrain is at.

-- there is now an algorithm that checks every space on the map and fills in sheer cliffs below the tile on that space if there is any empty space visible below it!

7
??? / Re: A new engine!
« on: February 08, 2018, 03:43:10 PM »
-- you now select a terrain type from a palette when you enter paint mode; the map editor now paints the default tile for whatever tile type you selected for as long as you remain in paint mode.

8
??? / Re: A new engine!
« on: February 07, 2018, 01:09:24 PM »
-- there are now buttons for adding and deleting objects, as well as raising and lowering elevation.

-- clicking the Paint button now enters "paint mode"; clicking and dragging across tiles in paint mode changes them to the currently selected tile type.

-- clicking the Elevation buttons now enters "elevation mode"; clicking and dragging across tiles in this mode raises or lowers them (depending on which elevation button you selected).

-- implemented camera controls; you can now move around the map in the map editor using WASD or arrow keys.

-- fixed an issue in which moving the camera via the keyboard would simultaneously cycle through the UI buttons at the top of the screen.

9
??? / Re: A new engine!
« on: February 06, 2018, 03:28:06 PM »
-- began work on the map editor! Created 7 of the UI buttons, new map window; the editor now lets you generate a blank map of whatever dimensions you choose.

10
??? / Re: A new engine!
« on: February 05, 2018, 03:39:17 PM »
-- characters shoved into water now appear partially submerged (but flying characters that move over water do not).

-- organized 3D objects, enforced consistent naming on files, created "open" variants for all doors and gates.

-- created a new look for movement tiles to make the distinction between spaces clearer.

11
??? / Re: A new engine!
« on: February 05, 2018, 09:25:46 AM »
-- basic 3D terrain is now implemented! :)

12
??? / Re: A new engine!
« on: February 01, 2018, 12:48:10 PM »
-- obtained a new triplanar shader to implement seamless tiling textures across 3D objects. (The old one was causing an annoying visual glitch.)

-- created a couple of objects that are simply clumps of grass with wildflowers, to add some variety to stretches of grass in maps. (This role was previously occupied by the grass tile in the 2D tilesets.)

13
??? / Re: A new engine!
« on: January 31, 2018, 04:09:18 PM »
-- finished creating water shoreline transitions for all grass tiles, sand tiles, and snow tiles.

-- finished creating XML "tile" data for all existing 3D terrain assets.

-- adjusted the tile loading system so the game loads the 3D terrain assets now instead of 2D tiles.

14
??? / Re: A new engine!
« on: January 31, 2018, 02:07:48 PM »
-- finished creating directional variants for all basic 3D land terrain (grass, dirt, snow, and sand)

-- finished creating water shoreline transitions for all dirt tiles.

15
??? / Re: A new engine!
« on: January 30, 2018, 12:16:07 PM »
Had to get revisions on the 3D terrain to better demaracate the nature of transition spaces. Re-creating directional variations now. Also contracted out 3D floor tiles and cobblestone street tiles.

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