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Messages - CraigStern

Pages: [1] 2 3 ... 226
1
??? / Re: A new engine!
« on: Yesterday at 02:54:59 PM »
-- wrote some new lines for characters to potentially be generated with

-- characters are now generated with a friendship threshold (dependent on their personality characteristics) that determines how soon during a developing friendship they'll give another character a nickname

2
General Discussion / Re: Ask the developer a question!
« on: Yesterday at 02:51:28 PM »
Ha! Nothing so ambitious as Dwarf Fortress; I'm mainly interested in simulating character personalities and relationships with this. ;)

3
??? / Re: A new engine!
« on: October 18, 2017, 02:03:48 PM »
-- 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.

4
??? / Re: A new engine!
« on: October 17, 2017, 01:23:55 PM »
Lots of time spent giving artist feedback these past few days, but we're making good progress on 3D assets and unique character portraits.

-- certain last names (and portions of last names) can now bestow additional nickname options. (A character with the last name "Swift," for example, may end up being nicknamed "Swifty" by other characters.)

-- nighttime character dialogue now only increases familiarity for the speaker so that the other character remains within the necessary familiarity levels to deliver their own dialogue to the speaker on a future night. When those characters talk next, the game now automatically swaps whoever has the lower familiarity score into the speaker spot.

-- fixed some bugs in the activity narration selection algorithm, as well as a palette issue in a couple of portrait pieces.

5
??? / Re: A new engine!
« on: October 16, 2017, 02:49:04 PM »
-- completed default spriggat nicknames.

-- all characters are now successfully generated along with their potential default nicknames for other characters to use (except golems, who don't get nicknames)

6
??? / Re: A new engine!
« on: October 13, 2017, 03:36:13 PM »
-- completed listing default nicknames for each shadowling name in the game, and got through a portion of the spriggat ones.

7
??? / Re: A new engine!
« on: October 12, 2017, 03:04:10 PM »
-- completed listing default nicknames for each human and lissit first name in the game, and got about halfway through the shadowling ones.

8
??? / Re: A new engine!
« on: October 11, 2017, 02:56:57 PM »
-- lissit characters can now address the player in lissit ("Hsun").

-- character relationship dialogue requirements have been shifted so that any two characters will only be in the requisite "familiarity" zone for one triggered dialogue at a time.

-- started programming the procedure for generating characters with a selection of default nicknames other characters can pick for them.

9
General Discussion / Re: Ask the developer a question!
« on: October 11, 2017, 09:14:14 AM »
It's almost as if the game doesn't actually take place on earth! ;)

10
??? / Re: A new engine!
« on: October 10, 2017, 02:31:22 PM »
Spent the past couple of days fixing bugs. (It's not sexy, but hey: it's important not to just leave every bug for fixing until the end!)

Also:

-- came up with a calendar system (the game world features a 10-month calendar, with each month 36 days in length)
-- the game now tracks how many days have passed in your campaign and can display the current date to the player
-- the dialogue parser now recognizes the special character -NL- as a new line, and will respond accordingly

11
??? / Re: A new engine!
« on: October 06, 2017, 02:44:07 PM »
Fixed a number of bugs and other issues with how the activity system was working.

-- spirits now get the activity Mumble, in which they simply repeat their names to themselves all evening.

12
??? / Re: A new engine!
« on: October 06, 2017, 06:45:23 AM »
-- characters are now generated with a particular description of their laugh that can appear in their dialogue.

-- characters are now generated with one particular term that they'll consistently use when addressing the player (right now: "sir," "commander," or "boss") based on their dominant personality trait.

-- character portraits are now displayed during their non-Talk nighttime activities.

-- the game now selects from among a pool of proper narrative descriptions of non-Talk nighttime activities.

13
??? / Re: A new engine!
« on: October 04, 2017, 03:52:53 PM »
-- characters can now impact one another's morale during the nighttime Talk activity

-- characters can now impact one another's familiarity and friendship ratings for one another during the nighttime Talk activity

14
??? / Re: A new engine!
« on: October 03, 2017, 03:20:32 PM »
--added a new stat that can be affected by SetStat: Morale. This works the same as other integer stats do!

--added three additional new stats that can be affected by SetStat: Familiarity, Friendship, and Romance. These stats operate a little differently from other stats since they have differing values applying to various other characters. Because the value depends on the other character in question with these, the final parameter for SetStat operates a little differently: instead of just being operation:value as with other stats, it's name|operation:value, where name is the full name of the other character.

So, for example, say you want to increase Emma's feelings of Friendship toward Sabrina by 2; you'd use:

Code: [Select]
<Action>SetStat/Emma Strider,Friendship,Sabrina Strider|+:2</Action>
A touch convoluted, but it works!

15
??? / Re: A new engine!
« on: October 02, 2017, 03:48:54 PM »
Gave feedback to the 3D modeler on a new round of asset drafts!

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