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Messages - CraigStern

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1
??? / Re: A new engine!
« on: Today at 03:14:37 PM »
--fixed an issue in which skills used by AI-controlled characters would not be properly marked as used, leading the AI to treat them as reusable.

--fixed an issue in which attacks launched against characters standing atop bridge tiles or other objects would sometimes hit the object instead of the character.

--the game now displays the portrait and skills of the current selected character in the actions menu during an AI-controlled turn.

2
??? / Re: A new engine!
« on: Yesterday at 02:45:17 PM »
--fixed a few issues in the "self-move" routine.

--AI-controlled units now successfully launch attacks and end their turns, at which point the AI then generates a new next move.

3
??? / Re: A new engine!
« on: June 26, 2017, 03:49:16 PM »
I gave the engine a test drive at a QA event over the weekend, which helpfully reminded me of a few bugs I needed to fix. I've since fixed a couple of them.

--fixed an issue where step numbers remained on the tile below an object after mousing off of the object.

--the game will no longer react if you click on (or mouse over) units, movement tiles, or attack tiles while the character screen or level-up screen are open.

--clicking on attack tiles without any valid target will no longer start an attack (instead, you'll get a "No Target!" message.)

--fixed an issue where the game would throw an error when checking for attack preemption with AOE attacks hitting empty spaces.

4
??? / Re: A new engine!
« on: June 23, 2017, 02:26:05 PM »
Currently in the process of getting the AI to successfully move units.

--drafted a contract to bring on board a writer to help out with incidental dialogue

--gave artist feedback on drafts of custom sprites for Emma and Sabrina

--new script action working: MoveUnit.

5
??? / Re: A new engine!
« on: June 21, 2017, 03:31:33 PM »
--more progress on the AI; the game can now survey and rank the best short-range moves for all characters in an army at a given point in time, using most relevant criteria (the only remaining criteria to account for in the heuristic: knockback and environmental damage and status effects).

--the AI has a number of constants now that can be tweaked to alter how it behaves: tolerance for risk of attacks missing, how much it cares about a skill's energy cost, priority to be given to healers as targets, general unpredictability, and so on. I hope to make use of these in order to give different AI commanders different play styles!

6
??? / Re: A new engine!
« on: June 14, 2017, 03:07:15 PM »
Got some more work done on the AI routines. This is going to take me a while to actually complete, as I'm reworking the AI from how it was handled in Telepath Tactics to make it even smarter at its highest difficulty levels.

7
??? / Re: A new engine!
« on: June 13, 2017, 02:44:18 PM »
-finally settled on and successfully hired a 3D modeler!

8
General Discussion / Re: Ask the developer a question!
« on: June 13, 2017, 08:45:38 AM »
How has been your experience with GoDaddy as the SinisterDesign.net Domain Name Registrar?

Fine; I don't have any major complaints, really.

Any updates on True Messiah? As I mentioned before, the concept intrigues me greatly - please don't keep us in the dark, Craig! ;)

Nope; believe me, if I had news, I'd share it! As it is, I'm still waiting for Blackbox to make room in their line-up to handle warehousing, shipping, and fulfillment of the game. Until that happens (or I get tired of waiting and simply give it to a publisher), I'm afraid it's not going anywhere.

9
??? / Re: A new engine!
« on: June 09, 2017, 03:12:21 PM »
-the engine now properly displays the stat improvements if a character gains multiple levels at once and improves the same stat 2+ times in the process.

-made some UI improvements.

-fixed a few bugs.

10
??? / Re: A new engine!
« on: June 08, 2017, 02:38:40 PM »
Ended up restoring an old version of the game--this took care of the bug, but also produced days of work getting certain things working again. I should have everything back up to where I was pretty soon, though! In the meantime:

-hired Ryan Richko to create some sweet new music!

-in the process of hiring a 3D modeler to create 3D walls, doors, and bridges for the new engine.

11
??? / Re: A new engine!
« on: June 01, 2017, 02:41:14 PM »
Currently struggling with a bizarre character movement bug in Unity. Spent today stripping the repositioning data out of the frames in the game's walk animations to try to fix the issue; this did not fix it. Gonna keep trying.

12
??? / Re: A new engine!
« on: May 30, 2017, 07:38:40 AM »
-obtained new graphics to permit a wider variety of armor (that is easily visually distinguishable) in-game.

13
??? / Re: A new engine!
« on: May 23, 2017, 09:19:56 AM »
-finished creating positioning and scaling data for beards for the Spirit portraits

- hired artists to create custom sprites for Emma and Sabrina Strider and to produce assets for procedural shadowling portrait generation

14
??? / Re: A new engine!
« on: May 19, 2017, 12:44:55 PM »
-finished the rest and walk animations in all 4 directions for all genders of all 25 base character classes! (I haven't started on the promoted versions yet.)

-units now finally look like themselves when standing or moving around the map, instead of just looking like female barudit or frost spriggats.

15
??? / Re: A new engine!
« on: May 18, 2017, 02:35:20 PM »
- the game now has working walk animations for the male and female mentalist and photokineticist.

Current progress on implementing walk and rest animations for the unpromoted classes:

Assassin
Axefighter
Barudit
Bowman
Bronze Golem
Cavalier
Crossbowman
Cryokineticist
Dark Spriggat
Engineer
Frost Spriggat
Golden Spriggat
Gasul
Kineticist
Mentalist
Photokineticist

Psy Healer
Pyrokineticist
Red Spriggat
Shadowling
Skiakineticist
Spearman
Spirit
Stone Golem
Swordsman

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