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Messages - CraigStern

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??? / 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.

??? / 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.

??? / 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!

??? / 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.

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

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 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.

??? / 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.

??? / 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.

??? / 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.

??? / 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.

??? / 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

??? / 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.

??? / 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:

Bronze Golem
Dark Spriggat
Frost Spriggat
Golden Spriggat

Psy Healer
Red Spriggat
Stone Golem

??? / Re: A new engine!
« on: May 17, 2017, 09:16:49 PM »
- the game now has working walk animations for the male and female skiakineticist. (Now down to the last 4 of the non-promoted character classes!)

??? / Re: A new engine!
« on: May 17, 2017, 08:10:15 AM »
-consolidated all remaining (non-promoted) class animations into single spritesheets

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