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Messages - CraigStern

Pages: [1] 2 3 ... 261
1
??? / Re: A new engine!
« on: Yesterday at 03:28:25 PM »
-- character physical attributes (if any) are now displayed in the character screen.

-- created a Sinister Design intro movie leading in to the title screen (that can be skipped with a left-click).

-- replaced Unity's (awful) animation system with hand-coded effects in two new areas of the engine to improve reliability.

-- incorporated a new, improved draft of the title theme into the game.

-- improved fade-out timing on the dust particle effect on the title screen.

-- wrote some new deployment lines, added facial expressions to others.

-- new script action: RemoveStatus. Removes a type of status effect from a character. Two parameters: Character Name and Status Effect Name.

-- improved mixing for the "thud" sound, created an implemented a "grab sack" sound effect, and assigned a sound effect to the Swim skill.

-- adjusted the positioning of the recruitable spriggat in the League 1 qualifier battle slightly to make it easier to avoid getting roasted right out of the gate.

-- fixed: tall reeds had fly-only passability.

-- fixed: the text overlay in battle would stop showing up for multiple consecutive instances of the same skill.

-- fixed: the Talkable status effect would remain on the recruitable spriggat in the League 1 qualifier battle even after talking to her.

-- fixed: reports were broken by the text animation update.

-- fixed: the game wouldn't let you target Create skills on bridge tiles.

2
??? / Re: A new engine!
« on: October 18, 2019, 12:38:41 PM »
-- added the latest draft of Ryan Richko's new theme music to the title screen!

-- created a new "Thud" sound effect, applied when characters collide, fall, or are shoved or thrown onto regular terrain tiles.

-- a dialogue reply can now have a skill or item associated with it by including -SKILL:x- or -ITEM:x- in the reply text (where 'x' is the skill name or item name). This causes a button of the appropriate type, complete with a mouseover tooltip explaining what the skill or item does, to appear next to that reply.

3
??? / Re: A new engine!
« on: October 17, 2019, 01:53:45 PM »
All right, to heck with it--giant progress dump incoming! :)

-- prettied up the title screen with the game's new logo, as well blowing dust animations across the bottom and animated "sparkles" on the logo.

-- finished coding unit-by-unit AI decision-making mode (i.e. the way it used to work in Telepath Tactics). To avoid slowing the game down, the game turns to this decision-making mode automatically so long as more than 8 enemies remain on the field to make decisions for, but then reverts to the smarter consider-all-moves-for-everyone mode once it's worked through the list enough that eight or fewer units remain to move.

-- doubled the speed of fade-in and fade-out scene transition animations.

-- reduced the programmed delay after enemies finish moving from 3 seconds down to half a second, and the delay after enemies rotate from half a second to one-fifth of a second. This speeds up larger battles considerably without sacrificing comprehension of what the AI is doing by too much.

-- there is now an individualized Staff item graphic and Staff attack skill.

-- the Practice Staff weapon can now be used only by characters with a melee weapon mastery of some kind.

-- the steps number and path arrows that appear over move tiles when mousing over a destination are now always displays on top of whatever may appear in the space, be it tile geometry or destructible objects.

-- animated bars (for health, energy, experience, and morale) appearing over characters in battle are now organized in a fashion similar to the bars in cut scenes, ensuring that they are labeled with icons and won't overlap one another.

-- the in-battle terrain inspector now displays bonuses or penalties to stats from destructible objects on the space, not just modifiers from the type of terrain tile.

-- different terrain tiles now have different "impact sounds" assigned to them. When a character is shoved or thrown onto a space, the game plays the appropriate impact sound (e.g. a "splash" when into water).

-- the game now recognizes different rosters assigned to different armies in a given battle. Assigning different rosters to different armies now supported in the map editor interface, and the map editor itself correctly loads and saves this data.

-- two-unit camp activity narrations now support requirements and exclusions for the secondary character.

-- wrote a new Naysay solo narration in which the character hurts their own morale (instead of everyone else's). The chance of a Pessimistic character hurting group morale via the Naysay action has been reduced to close to 25%.

-- changed the wording in the deployment screen so it refers to "characters," not "units."

-- created a temporary scene expressly alerting the player that they've reached the end of the demo.

-- when you give equipment to a character in the reserve supplies screen and close out of the screen without equipping it, the game will now track those items and ask you if you want to auto-equip them. If you select Yes, the game will then automatically equip all new items given to that character.

-- in the reserve supplies screen, mousing over units with no equipment masteries will now expressly tell you that they possess no masteries instead of displaying "Can use:" followed by blank space.

-- wrote a new life skill: toymaker, with the camp activity Make Toy (a 6-part project in which the character gradually constructs a wooden doll with articulating limbs that can be sold for aura).

-- mechanically identical life skills distinguishable only by their flavor (such as Farmer and Gardener, or Professor and Historian) have been consolidated, leveling out the likelihood of any given life skill being chosen from a mechanics standpoint.

-- socioeconomic classes attached to different life skills can now vary somewhat.

-- fixed: the game was spraying water particles when a character was shoved or thrown onto a bridge tile above water.

-- fixed: the game would erroneously tell the player that food they purchased appears in the reserve supplies--the game now tells the player to look for it in the info bar in the top-left of the screen.

-- fixed: the game was tracking total units spawned from roster across all armies, rather than on a per-army basis.

-- fixed: multiplayer units weren't being added to the Multiplayer directory upon the directory's creation.

-- fixed: multiple instances of the same unit would become "entangled" in the game logic, causing all kinds of weird errors.

-- fixed: the game was running OnLoaded dialogue upon reloading a mid-battle save.

-- fixed: the game was reapplying certain "start of battle only" conditions upon reloading a mid-battle save, such as Go First, Fatigue or Recover.

-- fixed: the game was not saving the current turn correctly for mid-battle saves in battles with a Go First condition.

-- fixed: when proceeding to a non-savable scene, the game would instead attempt to reload the current scene.

-- fixed: rosters would not accept characters that already existed in other rosters.

Also, acquired the PowerSprite animation asset. I hope to use it to fill in gaps on remaining character animations starting tomorrow.

4
??? / Re: A new engine!
« on: October 10, 2019, 06:55:56 AM »
Update: GoDaddy (the site's host) screwed up the PHP database for these forums a bit, so I've been holding off making new posts until it's fixed. Rest assured, however: I'm continuing to work on the game! :)

5
??? / Re: A new engine!
« on: September 28, 2019, 02:18:00 PM »
-- tweaked the value of more aggressive long-term AI moves upwards about 25% to shut down edge cases where enemies would retreat without justification.

-- fixed: the AI controller would sometimes be initiated twice at the start of a computer player's turn, causing two enemy character moves to overlap.

-- fixed: at the end of battle, the game would fail to remove temporary status effects from the correct version of characters, leading them to still have those status effects in the next scene.

-- fixed: you could manually drag-pan the camera around during an AI turn or in the middle of a character attack.

-- fixed some outdated code that was making it impossible to drag-pan the screen (or to screen-edge pan it) after entering most menus in battle.

6
??? / Re: A new engine!
« on: September 27, 2019, 03:19:21 PM »
-- dialogue reply boxes now highlight when you mouse over them. This makes it a lot easier to ensure you've clicked the correct reply in a dialogue tree.

-- created a tutorial in the League 1 Qualifier battle that explains the Talk action.

-- the game no longer issues status effect pop-ups when a character dies from an attack.

-- fixed: the game would just end after you beat the League 1 Qualifier battle. (Oops.)

-- fixed: the game wasn't stepping status effects on the AI turn until after it had planned its moves, leading it to skip turns for characters whose turn-skip-necessitating status effects ended that turn.

-- fixed a portrait alignment issue caused by Unity changing layer coordinates when I moved all the portrait layers into an empty holder object.

7
??? / Re: A new engine!
« on: September 26, 2019, 02:29:27 PM »
Feeling a little burnt out, tbh, but I'm forcing myself to push forward anyway!

-- made Psy Healers more useful/competitive with gasul by granting them Mind Blast as a starting skill.

-- added defensive terrain to Battle on Sandy Isles, Battle at the Grassy Mesas, and the League 1 Qualifier battle.

-- increased the value of the Royal Chest contents in Battle on Sandy Isles and made the battle give significantly more money upon victory to assist with hiring new characters in advance of the league 1 qualifier.

-- the game now supports forced group activities at camp that then force an individual follow-up activity afterwards.

-- when you throw a gathering at camp and there are at least two characters in the roster, the game now uses this to force the Talk activity for all characters as a follow-up activity afterwards. This makes the Gathering much more useful (and also more narratively interesting).

-- wrote a couple of new variations for the Gathering camp activity narration, and spruced up the "personality-less" greeting response dialogue variants a bit to make them more interesting.

-- created a new mood type: Annoyed. Annoyed characters will Clean, Practice, or Rest, but won't Talk to other characters or engage in their hobbies.

-- fixed: the game would incorrectly return no viable talk partners for the second-to-last character in the camp activities turn order, as though they were the last such character. This was causing Talk activities to occur a good deal more rarely than intended (particularly with small teams).

8
??? / Re: A new engine!
« on: September 25, 2019, 03:13:27 PM »
-- added defensive grass/reeds to Battle at the Oasis and Battle at the Dry Mounds.

-- added a "terrain effects" tutorial to Battle at the Oasis.

-- fixed: if you clicked a character in recruitment, changed the page, and then hit the Hire button, it would make the portrait in that character's spot on the current page disappear.

9
??? / Re: A new engine!
« on: September 24, 2019, 02:40:08 PM »
Officially retained a logo artist!

-- received new cut scene background: Psy Academy Professor's Office. Integrated it into the game.

-- new camp event scripted where two characters come to the player to resolve an argument.

10
??? / Re: A new engine!
« on: September 23, 2019, 02:54:27 PM »
-- you can now change character movement speed in the Settings menu! Settings go from 1x to 4x speed.

-- the game saves your latest speed setting and reloads it along with all other game settings when you return.

-- new script action: SetSeed. This works exactly how it worked in Telepath Tactics. One parameter: the integer seed value to set.

-- fixed: if a moving character overshot the mark on moving to a space, the game would move it backward until it got within "snap distance" of the space, which (if the machine was slow enough) could cause the character to stutter, ping-ponging back and forth over the space until it "snapped" before proceeding to the space after. This bug had been in the game for well over a year, and I'm pleased to have finally squished it.

-- fixed: characters with the ForceNextCampActivity tag could end up last in the camp activities activity order, which would result in them not being able to find an activity partner for partner-specific forced activities. Characters with such a tag now go first in camp activities.

-- fixed: a forced partner with the ForceNextCampActivity tag could be disqualified by virtue of having health too low.

-- fixed: when looking for an activity partner in camp activities, it was possible for the game to get stuck in an infinite loop.

11
??? / Re: A new engine!
« on: September 21, 2019, 08:25:04 AM »
-- redesigned the initial qualifier level to look nicer (and without sand terrain so as to avoid handicapping cryokineticists on the very first map)

-- terrain stat modifiers are now taken into account by the AI. :)

-- the Gathering camp activity now sets all characters' familiarity floor with one another to 4--meaning they can still do greeting conversations, but anything else that bumps up familiarity will cause them to skip it in favor of dialogue that assumes they've met already (and other multi-character activities requiring familiarity of 1 or higher will be possible).

-- fixed a null error resulting from a thing I forgot to implement during the numerous hours I spent hooking up terrain stat modifiers to all the relevant portions of the code last night.

12
??? / Re: A new engine!
« on: September 20, 2019, 03:25:56 PM »
Artist feedback! Also, i finally finished implementing the game's "stat effects from spaces" features:

-- space stat modifiers from tile data are now supported in-game. As a result, certain resistances are now uniformly boosted by certain types of terrain: characters gain 15% Cold Res. from sand, 15% Heat Res. from snow, 25% Heat Res. from water, and 50% Cold Res. from lava.

-- space stat modifiers from destructible objects are now supported in-game! Conferred by the spaceEffects attribute, they accrue to the benefit (or, conceivably, detriment) of any character sharing its space. This is now implemented with Reeds as defensive terrain, which give +20% to physical resistances and dodge (or, for small Reeds, +10% to each).

-- moved up the energy regeneration tutorial by one battle, to Battle at Grabber's Grove from Battle at the Oasis.

-- added some dialogue to Battle at Grabber's Grove explaining why the enemies attack the foliage.

-- moved back certain nighttime events to beyond the 2-week mark, ensuring that all but the most egregious dawdlers won't encounter them before completing the League 1 Qualifier battle.

-- decreased food prices in Relaxed mode by a further 50%, down to 1 aura per unit of food.

-- updated descriptions on non-generated helms and boots to reflect their corresponding mastery requirements.

-- updated most "someone visits the camp" type events so that if you ignore the visitor, the game says you have enough time to throw a gathering.

-- further buffed the resistances granted by proc gen helms and boots to make them worth purchasing.

-- extended the mouseover area for the food and aura icons so you can get a description of each by mousing over the text adjacent to them, not just the icons themselves.

-- fixed: it was possible for the game to create characters with negative growths.

-- fixed: it was possible for proc gen characters to be created with negative maximum Energy. They now always start with a minimum of 2 Energy (1 for Cavaliers and Golems).

-- fixed: recruiting a spirit or golem would cause your ongoing total salaries to tick upward in the info bar at the moment of hiring (though it would display the correct salary total again once you left the interface).

13
??? / Re: A new engine!
« on: September 19, 2019, 02:59:57 PM »
Armed with feedback and bug reports from last night's playtest, it's back to the grindstone!

-- created a second Naysay camp activity scenario in which the naysayer shares their doubts with a single other character, improving their own morale at that character's expense. This is much less destructive to group morale than the original, group-wide naysaying activity (which now only occurs 1/3rd of the time when Naysay is chosen instead of 100% of the time). Hopefully, this should make Pessimistic characters less universally awful to keep around.

-- created a new army overview button of the sort that appears in the recruitment interface that can appear in any cut scene independent of whether the recruitment interface is active.

-- two new script actions: ShowArmyOverviewButton and HideArmyOverviewButton. These allow you to toggle the new army overview button on and off in cut scenes.

-- used this to allow access to the army overview screen in the Kalkerapur scene.

-- fixed: custom cut scene menu button warning messages were not displaying properly due to the refactoring of menu text animation code.

-- fixed: proc gen characters with starting skills granted by their life skill, personality, or physical attributes would receive those skills in place of normal starting skills (which would in turn be shifted deeper into the unit's skill progression), rather than in addition to them.

-- fixed: IgnoreStatFXRes tags for throwing axes were incorrectly formatted in some contexts.

-- fixed: a range error that was sometimes popping up when using equipment with IgnoreStatFXRes tags.

-- fixed: it was possible for attack accuracy to go below 0 for Blinded characters, which produced an out-of-range error when rolling for their attack hit using the new RNG code. (The game now treats negative accuracy as a flat 0 for these purposes.)

-- in general, to avoid such errors, the RNG generator now auto-sets the maximum value equal to the minimum value whenever the minimum exceeds the maximum.

-- fixed: the game wouldn't recognize that OnTalk-triggered dialogue was available when characters were referenced in the trigger parameters using ID[] tags.

14
General Discussion / Re: Ask the developer a question!
« on: September 19, 2019, 07:45:09 AM »
There are so many! Honestly, Chicago has so much really cool stuff that my answer would necessarily depend on the visitor, what sort of things they like, and the time of year they're coming (there's a lot of really cool outdoor stuff that is basically mandatory in the summer, but would be decidedly less fun in the winter).

As a sort of generic stand-in answer that works for any season, I guess I'll recommend The Chicago Cultural Center, which has some truly stunning architecture and neat exhibits (and is completely free to visitors!)

15
??? / Re: A new engine!
« on: September 18, 2019, 09:07:23 AM »
Tonight is a game playtest (and also I'm sick :( ), so I'm avoiding adding new features today. Instead, it's all plugging in bits of content!

-- wrote a bunch of new Introvert attack lines.

-- wrote new lines and variations for other personality traits for attack barks and deployment barks, and combined a few duplicative ones.

-- added a new miscellaneous like type to the game (bones), and updated the Ally Gift event to account for it.

-- Kinetic Pull is now (almost) always the first thing a Kineticist character learns upon level-up.

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