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Messages - CraigStern

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General Discussion / Re: Ask the developer a question!
« on: January 22, 2018, 09:21:06 AM »
In the new system (but not the old one), every item instance actually does have its own unique numerical ID! So theoretically, I could implement a system in which the game lets you get the ID for an item in a character's inventory by various methods, and then have an Action that lets you modify the properties for an item by its ID--but I foresee issues with getting the game to pull the correct item when duplicates of a given item types reside in a character's inventory. Suppose you want to upgrade Character A's Bandages, but that character has three different Bandages sitting in their inventory. Which one is the game supposed to pull the ID for? Is it supposed to create an integer list of IDs, each of which the scripter than then inspect the properties of via further Actions in order to pull the correct item? All of this is possible, but you can quickly see what a pain this would turn into to implement. I'd probably have to make it hook into the dialogue UI somehow to present the player with a list of items, with a given stat for each shown in parentheses, so that they could make selections.

The nice thing about an action that just acts on equipped items is that each character can only have one thing equipped in each slot, the fact that an item is equipped already shows that that item is useful to the character, and the UI interaction for changing equipped items is already implemented. :)

??? / Re: A new engine!
« on: January 19, 2018, 02:29:18 PM »
-- worked on character background dialogues some more.

-- fixed a handful of issues regarding the formatting and behavior of pop-up item tooltips, particularly in the reserve supplies screen.

-- fixed a bug that would cause certain weapons to generate with unlimited durability.

General Discussion / Re: Ask the developer a question!
« on: January 19, 2018, 08:47:36 AM »
Gotcha. I guess my question is, what would you be using it for? (It would be rather difficult to develop a scripting framework for item stat modification based upon inventory List position that would actually be useful to modders, since any kind of item can be in any position--there would need to be a variety of Actions just relaying the various properties of items at any given inventory position just to let you discern which item to act upon!)

True Messiah / Re: True Messiah now on Kickstarter!
« on: January 19, 2018, 08:41:08 AM »
Ha ha, thanks! :D

??? / Re: A new engine!
« on: January 18, 2018, 04:12:42 PM »
-- the reserve supplies screen now supports an unlimited number of pages of items (displaying 48 items max per page).

-- there are now Next and Previous buttons to let you flip between pages of items when there are more than 48 items in your reserve supplies.

General Discussion / Re: Ask the developer a question!
« on: January 18, 2018, 12:07:12 PM »
I'm not sure I understand what you're requesting. You want the ability to modify one or more properties of an individual item via scripting? Something like: ModifyEquipped/characterName,slotName,statName,modification ?

General Discussion / Re: Ask the developer a question!
« on: January 18, 2018, 07:33:31 AM »
Is modding/scripting support for the new engine going to be as extensive as the currently released Telepath Tactics engine?

I'm aiming to keep scripting support at about the same level, with the addition of being able to customize AI behavior. The one thing I'm pretty sure I won't be able to support in the new version is custom graphics--Unity bakes all that stuff right into the executable, unfortunately, and it seems it doesn't support pulling graphical assets in from outside the way Flash did.

??? / Re: A new engine!
« on: January 17, 2018, 03:36:10 PM »
-- created a new, 9th nose type for human generated characters.

-- added Sort functionality to the reserve inventory screen. You can now use the sort button to sort your reserve supplies, cycling through a series of modes in which it shows consumables first; weapons first; armor first; and miscellaneous items first.

??? / Re: A new engine!
« on: January 16, 2018, 04:15:12 PM »
-- created a "yes/no?" pop-up window to use throughout the UI.

-- you can now give items from reserve supplies to particular characters. I ditched the click-and-drag system from original TT--here, instead, you'll click the item, click the Give button, and then click the character you want to give it to. (Unless that character's inventory window is already open, in which case it'll automatically give them the item when you click the Give button.) It's very straightforward this time around, and consistent with how items are given outside the reserve inventory screen.

-- you can now permanently drop items from reserve supplies. (You'll get a pop-up window to confirm first, though.)

-- spent a lot of time getting the UI behaving appropriately in unintended cases (that is, it won't freak out or crash the game if players just click around everywhere instead of following the intended flow).

??? / Re: A new engine!
« on: January 15, 2018, 04:05:45 PM »
-- the AI now completely disregards non-allied characters with the Hidden status.

Resumed work on the reserve inventory screen today!

-- you can now click the portrait of a character in the current roster to inspect their individual inventory.

-- you can now click individual items in character inventories and have them drop those items into the reserve inventory.

-- you can now close the reserve inventory by clicking in any "blank" space on the inventory menu; when you do, it saves your changes to the common inventory and to the inventories of the individual characters.

-- fixed a few bugs in the reserve inventory item boxes that were preventing them from loading properly.

??? / Re: A new engine!
« on: January 12, 2018, 02:56:57 PM »
-- enemies in water or lava now find the closest square of land and swim towards it during an AI-controlled player's turn.

-- cleaned up the timing of numerous start-of-turn events so as to accommodate the "new turn box" showing up beforehand.

-- fixed a bug in which the enemy turn wouldn't proceed sometimes if it tried to rotate a character who was not able to rotate (e.g. a character who had spent its turn swimming).

-- fixed a bug in the multi-turn movement path generation algorithm in the AI.

-- fixed a bug in which move tiles spawned by the AI for movement initiation purposes stuck around the battlefield.

??? / Re: A new engine!
« on: January 10, 2018, 03:42:18 PM »
-- took the near-sighted physical trait out of the game; giving characters an inherent miss chance (even just a few of them) detracted from the game too much, making those characters markedly less enjoyable to use.

??? / Re: A new engine!
« on: January 10, 2018, 12:13:42 PM »
-- characters now support a "current mood," with duration (number of days they'll be in the mood) and power (a number reflecting how strong a subsequent mood has to be to override it). This will be used to mark characters with a sort of "temporary personality trait" that affects their behavior.

-- wrote narration for the "Disappear" activity, to be used by characters who are in mourning.

??? / Re: A new engine!
« on: January 09, 2018, 03:22:14 PM »
Spent the past week or so getting the site (and these forums) back in proper working order after my host screwed everything up while migrating to a new server--but with that done, it's back to developing! Gave artist feedback on some new work-in-progress 3D terrain today.

??? / Re: A new engine!
« on: January 02, 2018, 03:14:53 PM »
-- posted a Kickstarter update summarizing many of the development milestones I hit over the past year:

-- added a defensive facing algorithm to the AI; AI-controlled characters now turn their backs (if they can still rotate) to protect themselves against backstabs at the end of their turn.

-- fixed a thing in character generation such that characters of classes without physical attack skills will no longer be generated with a Strength growth above 0.

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