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Messages - CraigStern

Pages: 1 ... 6 7 [8] 9 10 ... 231
??? / Re: A new engine!
« on: September 21, 2017, 03:34:19 PM »
-- the game now has a procedure for automatically substituting a nickname that a character has for a second character during conversation in lieu of the second character's ordinary name. (The special characters Char1 and Char2 will just display the character's first name, while the special characters -NAME- and -CHAR2- will use the character's nickname instead if other character has one for them.)

??? / Re: A new engine!
« on: September 21, 2017, 02:30:36 PM »
-- the game now successfully loads 3D objects at runtime alongside the existing 2D assets! (Note that a lot of the 3D objects in the screenshot below are untextured; this should change shortly.)

??? / Re: A new engine!
« on: September 21, 2017, 09:41:39 AM »
Gave a bunch of artist feedback on a whole slew of new, in-progress 3D assets. :)

-- characters now have a table for remembering nicknames they've adopted for other characters. (A necessary prerequisite to coding a nicknames system.)

??? / Re: A new engine!
« on: September 19, 2017, 08:35:06 AM »
-- the game now successfully generates portraits for stone golems and bronze golems. As of now, the game can officially generate portraits for every species, gender, and character class in the game. :)

??? / Re: A new engine!
« on: September 18, 2017, 02:52:57 PM »
-- the game now generates characters with a sentence describing their approach when they go to talk to another character.

??? / Re: A new engine!
« on: September 14, 2017, 03:49:38 PM »
-- more Reserve Supplies screen progress; I fixed some issues with the way the game was formatting stored character rosters, and I now have both the reserve items and units for a given roster displaying correctly!

??? / Re: A new engine!
« on: September 13, 2017, 04:01:24 PM »
-- fixed some issues with the loading of certain types of items from a saved game
-- made yet more progress on the Reserve Supplies screen, It has proven really complicated to code thus far, not only because of all the UI intricacies involved, but also because of the engine's support for multiple character rosters, each with their own sets of reserve supplies! This bit may simply take me a while to complete.

??? / Re: A new engine!
« on: September 12, 2017, 03:28:37 PM »
And now back from my cousin's out-of-state wedding!

--made more progress on laying out and coding the Reserve Supplies screen

??? / Re: A new engine!
« on: September 07, 2017, 12:43:08 PM »
Back from PAX!

--got more work done on the Reserve Supplies screen

--wrote more dialogue

General Discussion / Re: Ask the developer a question!
« on: September 07, 2017, 06:58:55 AM »
The maps in the new engine are actual, for-real 3D; it's not apparent in the most recent screenshots only because I've been keeping them flat for aesthetic reasons, as I have yet to commission proper 3D tiles.

??? / Re: A new engine!
« on: August 31, 2017, 01:13:51 PM »
--fixed serialization issues affecting various types of saved data to be tracked during a longer campaign

Heading to PAX West for a week or so; I'll be back to work and posting a week or two into September!

??? / Re: A new engine!
« on: August 31, 2017, 09:43:02 AM »
-- performed preliminary work to create a Reserve Supplies screen.
-- added support for multiple different Reserve inventories, each associated with a different roster of characters.

??? / Re: A new engine!
« on: August 29, 2017, 11:47:28 AM »
-- Cold attacks now create ice bridges whenever they hit a water tile.
-- the AI can now accurately evaluate the feasibility of launching self-moving attacks (like Charge)

??? / Re: A new engine!
« on: August 28, 2017, 02:50:09 PM »
Did some lore work, detailing aspects of the geography for the next setting. More contractor feedback as well; sent out contract for the last set of modular portrait assets. :)

??? / Re: A new engine!
« on: August 25, 2017, 02:36:09 PM »
All right! I've officially hired a new 3D artist; also gave Ryan feedback on some new musical tracks he's been working on. :)

--reworked the code for self-move attacks in order to accommodate the new attack barks, as well as to accommodate proper evaluation of these attacks by the AI when calculating potential moves.

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