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Messages - CraigStern

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1
??? / Re: A new engine!
« on: December 07, 2018, 03:09:37 PM »
-- laid the groundwork for character Moods, which last for a set number of days and can override the character's normal array of activities. They can also add little descriptors onto existing activity narration and impose enduring status effects.

-- created a new Status Effect (accompanying icon): Sick. Sick characters have doubled Energy costs for skills, and do not regain energy while resting in battle.

-- the AddStatus script actions now have two additional, optional parameters: Force Length and Force Power. These let you edit the length and power of the status effect being conferred from their default values.

-- updated certain camp activities with alternate backgrounds.

2
??? / Re: A new engine!
« on: December 06, 2018, 03:20:07 PM »
Spent most of today setting up some of the requisite systems to be able to sell True Messiah via the Sinister Design website! I did still get a bit of work done on the video game, though:

-- created tile data for all of the new cave tiles.

-- created a new cave "cliff fill" tile.

-- gave artist feedback on a few missing cave tile transitions.

-- fixed a bug where the map editor would not register a change in the map's "base" tileset when using a flood fill.

3
??? / Re: A new engine!
« on: December 05, 2018, 03:05:52 PM »
-- got a new background: castle!

-- created directional variants for all of the different chunks in the Cave tileset so that they can be painted in the map editor with auto-tiling support.

4
??? / Re: A new engine!
« on: December 04, 2018, 03:19:47 PM »
-- finished the initial draft of the Qualifier battle!

-- received new generated portrait accessories from Matt: chin hair and Ravinale necklaces! Created positional data for each new accessory for each human face shape. Turned up the incidence of one accessory in human portraits to 35%, and 2 accessories to 15%.

-- fixed a bug in which the game would still try to display "empty" skills.

-- fixed a bug in which the game would return false positives for dialogue triggers using a script ID parameter where multiple characters with different script IDs nonetheless shared the same name (e.g. multiple OnCharDeath dialogues triggered by the scriptID of particular barrels would all be triggered by the scriptID for one of them because all shared the name "Barrel").

-- fixed a bug in which the game wouldn't trigger OnCharDeath or PostCharAttacked dialogues for destructible objects.

5
True Messiah / Re: True Messiah strategies
« on: November 30, 2018, 10:21:15 AM »
Here's a fun little trick for Violet with Evangelize+:

Because Evangelize+ only costs 1 belief, it can effectively pay for itself! (Just stick the new follower it gives you onto a holy space, and that new follower can then pray for something else.) It's even better if the new follower is placed onto a holy space with 1 existing follower on it--then you'll get not only that new follower, but also a second new follower from recruitment on your next turn!

6
??? / Re: A new engine!
« on: November 29, 2018, 02:49:03 PM »
Spent pretty much all of today fixing website stuff. (The forums are now back up to date, though! Woohoo!)

-- new script action: RemoveCondition. One parameter: condition type. This will remove all conditions of the chosen type. (Battle only.)

Currently supported: remove a victory condition (Protect Char, Capture Char, and Defeat Army), and the battle will respond accordingly; remove a weather or lighting condition, and the game will reset to default weather or lighting; remove Delay Maneuvers, and all delayed armies will start moving as normal; remove Kill-All Victory, and it will be set to its default value of true.

-- new script action: AddCondition. Just type in the condition and its parameters like normal, and the game will load it! Currently supported: victory conditions (Protect Char, Capture Char, and Defeat Army), Weather conditions, Global Lighting conditions, Delay Maneuvers, and Kill-All Victory.

7
True Messiah / True Messiah strategies
« on: November 29, 2018, 10:28:20 AM »
What are some strategies you've discovered in True Messiah that you like to use? Share below!

I'll start us off: using Fruit of Knowledge for defense. Although Fruit of Knowledge is generally an offensive miracle (most often used for messing up enemy temples-in-progress), because nonbelievers cannot ever be on a holy space, it can also be used on your own followers to protect your holy spaces.

The next time an enemy moves up to one of your temples, try using Fruit of Knowledge to preempt the move: pray with a follower on that temple, then turn the praying follower into a nonbeliever and move it onto an adjacent space to block the attack!

8
??? / Re: A new engine!
« on: November 28, 2018, 01:29:43 PM »
Out sick yesterday with a cold I picked up from my little sister over Thanksgiving. (Blegh.) Yesterday and today were spent largely wrestling with True Messiah stuff and site issues. Still, some new progress:

-- three new backgrounds: the mine tunnel, as well as a sandstone variation for the cave and a sunset variation for the forest.

-- received graphics for all remaining talwars.

-- the game now supports procedurally generated talwars (which are identical to regular swords in all aspects but their appearance). Agarwal's shop now sells generated talwars in lieu of swords.

9
??? / Re: A new engine!
« on: November 26, 2018, 03:46:44 PM »
Annnnd I'm back from visiting the family for Thanksgiving!

-- gave artist feedback.

-- the dialogue editor now contains a field for editing whether dialogue trees are repeatable (i.e. whether they can be triggered more than once without reloading the scene) or not.

-- added a few new character names and nicknames to the proc gen character names list.

-- swapping a character into another character's space during deployment now resets the swapped-out character in the deployment screen.

-- fixed a bug in which the camp activity UI would start to fade in and then immediately fade back out whenever the first night activity involved character dialogue.

-- fixed a timing issue that would sometimes cause pop-ups to disappear offscreen before completing their animations in battle.

-- fixed a bug in which the text overlay showing an attack name would flicker in and out while mousing over different attack tiles.

-- fixed an annoying behavior in the dialogue editor wherein the predictive text guide for a dialogue tree's trigger would immediately show up when you clicked to edit dialogue that already had a fully formed trigger.

10
??? / Re: A new engine!
« on: November 21, 2018, 01:20:55 PM »
-- new item type: practice staff.

-- did some more work on the tutorial battle.

-- new backgrounds: Shop and Cave!

-- fixed bugs in which the game would throw null errors when initially loading characters with empty skill progressions and inventories from XML.

11
??? / Re: A new engine!
« on: November 20, 2018, 04:39:50 PM »
Back after spending the weekend showing True Messiah at Dreamhack; I have just today until I leave to celebrate Thanksgiving. This is just plain going to be an unproductive week, it seems!

-- camp activities now support the bg attribute, displaying an alternate cut scene background for just that activity.

-- the game no longer spawns characters with a wound level above 0 in battle.

-- the game no longer includes characters with a wound level above 0 in the deployment screen.

-- added a third parameter to the RosterToList action: an optional boolean "include wounded." By default, it is false; but if set to true, the list will include characters who have a wound level above 0.

-- when loading battles with a spawn for a specific named character, the game now checks to see if the character has appeared in battle before; and if they have, the game loads the saved version of that character instead of defaulting to recreating them from XML.

-- gave artist feedback on two backgrounds, new weapon icons, and a new battle track.

-- outlined a complex new random event.

-- fixed a bug that was sometimes causing it to "stick" when characters received wound levels from falling in battle.

12
??? / Re: A new engine!
« on: November 15, 2018, 01:21:13 PM »
-- rewrote the replacement procedure for RANGE[] and PICK{} so that you can use them multiple times with the same parameters in the same place (dialogue text, action, whatever) and the game will successfully replace each instance of it independently of the others.

-- commissioned some new weapon item graphics.

I'm off to Dreamhack for the weekend, so expect development to resume next week!

13
??? / Re: A new engine!
« on: November 14, 2018, 04:21:25 PM »
-- created objective reticles! They gently pulse, drawing the player's attention to important battlefield objectives.

-- the game now supports the script action AddObjectiveReticle. Places an objective reticle on the battlefield. Two parameters: y coordinate and x coordinate.

-- the game now supports the script action RemoveObjectiveReticle. Removes an objective reticle from the battlefield. Two parameters: y coordinate and x coordinate.

-- new supported dialogue trigger type: None. The trigger type ensures that the dialogue simply cannot be triggered on its own--it must be triggered externally, via a LoadConv action or cut scene narration.

-- the "Click to continue" message on the "New Turn" box no longer appears during CPU-controlled turns (as clicking won't do anything during these turns anyway).

-- adjusted AI behavior so that it would not cut short the "New Turn" box during enemies turns with no viable AI moves found.

-- adjusted the visual appearance of attack reticles to make their contents easier to read when not on top of red attack tiles.

-- the player now has 1 day before events start to occur in the evenings (they'll start to show up on or after Day 2).

-- fixed a bug in which the Recruitment scene could glitch out if you clicked twice really quickly while the recruitment interface was coming up.

14
??? / Re: A new engine!
« on: November 13, 2018, 03:25:32 PM »
-- in recruitment, the Counter Limit stat is now displayed as "Counterattacks" to the player.

-- new script action: RemoveConv. Removes a dialogue tree from those loaded up in the scene, ensuring that it cannot be triggered unless and until the game loads a new scene where the dialogue appears. One parameter: the Conv. ID of the dialogue tree to remove.

-- new dialogue trigger: PostCharAttacked. Exactly the same as OnCharAttacked, but it triggers after the attack instead of before.

-- sped up the animated bar animations for health, energy, and experience changes by 25% to ensure that they complete prior to fading out.

-- wrote a bit more random dialogue for the shopkeep.

-- fixed a bug where you couldn't select Yes to proceed with an attack against an ally.

-- fixed an issue in the map editor where 2D units were showing up unlit.

-- fixed an issue where the character screen was not reliably closing upon player click.

-- fixed a null error that could sometimes occur while the game was calculating knockback paths.

15
??? / Re: A new engine!
« on: November 12, 2018, 04:40:37 PM »
Got some playtesting in this weekend with a couple of friends--and in the process, I collected a nice little haul of bugs to fix.

-- got a new background: the European-style tavern!

-- fixed a bug in which Mental and Shield skills would be affected by the relative elevation of the skill-user and the target(s), resulting in weird results like Mind Shield healing 30% less if it targeted an ally on higher ground.

-- fixed a bug in which using a knockback skill (like Shove or Kinetic Pull) on a non-moveable object would cause the game to freeze as it waited for the thing to move...even though it wasn't ever gonna move.

-- fixed a bug in which bridges were failing to spawn at the correct elevation in battle.

-- fixed a bug in which attack tiles and attack reticles were failing to display over water tiles that lacked bridges.

-- fixed a bug in which the Click to Continue text would sometimes show up in cut scenes with narration even while in the midst of camp activities, or while the calendar animation was playing.

-- fixed an issue in which people could click around outside the level-up screen in cut scenes and advance things while the level-up screen remained in place blocking most of the screen.

-- fixed a bug in which loading a game saved on a cut scene, then having a character level-up would result in the game failing to correctly display that character's skills in the level-up screen.

-- fixed a bug in which Unity unexpectedly started compressing the blank item and skill images for custom campaigns, thereby sabotaging itself whenever it needed to save them, throwing errors.

-- fixed a bug in which Morale could be set to more than 10 or less than -10 in the character creator.

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