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Messages - CraigStern

#361
Together in Battle / Re: Together in Battle Dev Log
October 16, 2022, 10:29:48 AM
-- created minion objects to represent summoned minions.

-- minion objects now appear on the board when minions are summoned.

-- the game now prevents minions from being summoned if there are no lanes available for them.
#362
Together in Battle / Re: Together in Battle Dev Log
October 14, 2022, 05:52:10 PM
More mini-game progress!

-- created basic UI for each player showing name, health, energy, and remaining cards in deck.

-- created a turn system; the AI player goes first 50% of the time. (Whoever goes second starts with more energy to make up for it.)

-- created a working Continue button that ends the player's turn when they're done with their actions.

-- added a text overlay announcing when the player turn changes.

-- cards can now be played from the player's hand.

-- there's now an animation for when cards are played from the player's hand.

-- cards which correspond to in-game skills now load that skill's button graphic as placeholder card art.

-- cards which directly affect a player's health, energy, or cards in their hand now do what they're supposed to do upon being played.

-- cards which place a unit now place a unit.

-- got the logic of attacking and blocking working. Attacks which are not intercepted damage the other player; those that are intercepted damage the intercepting minion, who then retaliates against the attacker if they survive.

-- cards intended to return to the deck after being played now do so.

-- created a very rudimentary AI for the mini-game for testing purposes.

-- cleaned up the 2D "sparkle" particle.
#363
Together in Battle / Re: Together in Battle Dev Log
October 13, 2022, 09:40:02 PM
-- adjusted the numerical calculation for status effect icons in the character screen to more accurately match up with the rounds remaining.

-- designed card back and front graphics for a card-based minigame.

-- created "card draw" and "card play" sound effects.

-- designed 27 cards for the minigame.

-- programmed basic systems for importing card data and populating the player's hand with cards.

-- cards react to mouseover and being clicked.
#364
Together in Battle / Re: Together in Battle Dev Log
October 12, 2022, 06:05:24 PM
-- began creating the Trainer cut scene.

-- the news ticker now differentiates between TTL and TiB.

-- split up some more of the "character dismissal" dialogue, as it was exceeding the available space in the dialogue window.

-- the second arena battle now always has the "weather" condition.

-- the game now offers a bit of narration when an arena battle features the "go first" condition.

-- tweaked the save slot formatting to better accommodate long scene names.

-- fixed: proc gen battle would sometimes display the wrong tile type adjacent to water, lava, or chasm tiles.

-- fixed: undoing a flyer's move off of a fly-only object would result in them being reset to the wrong elevation.
#365
Together in Battle / Re: Together in Battle Dev Log
October 11, 2022, 02:44:08 PM
-- altered the very first proc gen arena battle to align with the organizer's dialogue (i.e. it's easier and you mostly fight engineers).

-- arena battles now start to scale in difficulty a bit the further along you get in a league.

-- fixed: fruit trees in proc gen arena battles weren't dropping fruit when destroyed.
#366
Together in Battle / Re: Together in Battle Dev Log
October 11, 2022, 10:34:41 AM
-- fixed: the game wasn't tracking league progress from beating proc gen arena battles, and wouldn't trigger related plot events.

-- fixed: sound loops from proc gen battles weren't being stopped upon return to camp.

-- removed the "howling wind" sound loop from storms during proc gen battles, as it was overly loud.

-- fixed: the game was no longer correctly referencing activity narration for the solo gambling camp activity.

-- fixed: elevated spaces in proc gen battlefields weren't having their flyer elevation set, resulting in flying characters and fly-only objects sinking into elevated terrain.
#367
Together in Battle / Re: Together in Battle Dev Log
October 10, 2022, 11:17:02 AM
-- finished up the basic set of family background dialogue variants.

-- changed the Avalanche prestige class for Stone Golems; instead of getting Charge, they now get to use Toss without ending the turn and get 50% off the energy cost of Throw.

-- adjusted spriggat portrait size to more accurately reflect their scale.
#370
Telepath Tactics (2015) / Re: Question about Map editor
October 10, 2022, 10:09:38 AM
Hey Brian! If you're asking about the original Telepath Tactics map editor, it can be used to create battles and dialogue trees. That's about it. Everything else, you'll need to handle by hand-editing xml files. I wrote a whole set of tutorials on that, starting here.

If you're asking about Telepath Tactics Liberated, though, things are much more streamlined, and everything can be handled in-game. (See: this video introduction.)
#371
Together in Battle / Re: Together in Battle Dev Log
October 09, 2022, 04:43:06 PM
-- religious characters can now spend the evening searching for--and, once they find one, visiting--a temple to their deity in town. (Characters who worship deities native to Dese will have a much easier time finding a temple.)

-- added an "associated feeling" parameter to the NPCsToList action, allowing the game to narrow NPCs by whether a character associates happiness, sadness, or anger with them.

-- added an "associated feeling" parameter to the -NPC:X- special character, allowing the game to narrow NPCs by whether a character associates happiness, sadness, or anger with them.

-- the game can now take a character's relationships with members of their family into account when procedurally generating dialogue and barks.

-- proc gen character dialogue about their family background now changes based on how the character feels about the people who raised them.

-- substantially expanded the pool of proc gen character dialogue about family backgrounds.
#372
Telepath Tactics Liberated (2022) / Re: Dev Log
October 07, 2022, 07:01:49 PM
-- fixed: the Coria cut scene (which plays immediately after the Coria Bridge battle) was missing a Recover condition, causing Emma and friends to arrive in Coria without their wounds healed or energy restored.
#373
Together in Battle / Re: Together in Battle Dev Log
October 07, 2022, 11:54:00 AM
-- came up with the names and core principles of the religions attached to the world's various deities.

-- religion is now a bio detail created when proc gen characters are generated.

-- improved the religious "practice" camp narration variations by adding in references to a character's specific god and religion.

-- wrote new religious "pray" camp narration variations for each specific religion.

-- differentiated the religious death monologues by character religion.

-- the game now makes a note of hometown size when generating background dialogue for characters.

-- added a new location characters can be from: Screwtown, the shantytown located outside the Psy Academy walls.

-- wrote more proc gen background dialogue variants.

-- wrote a new nicknaming dialogue variant for serious characters.

-- wrote a new "weapon warning" camp activity variant for vindictive characters.

-- wrote a new secret dialogue variant for kind characters.

-- wrote some new compulsive "cleaning" camp narration variations.

-- fixed a typo in one of the religious "practice" camp narration variations.

-- rewrote a rather awkward "like" line.
#374
Together in Battle / Re: Together in Battle Dev Log
October 06, 2022, 02:07:20 PM
-- laid some groundwork for an in-engine card-based minigame.

-- added a new Stone Golem skill: Hurl. It's basically Throw, but it goes 4 spaces and deals twice as much damage.

-- adjusted Stone Golem skill progression so they start with Shove at level 1 and gain Toss or Throw in the early levels following.

-- fixed: the tooltips for the item buttons for individual character inventories within the Reserve Supplies screen were formatted slightly differently than the tooltips for item buttons everywhere else in the game, causing them to not display the third line of text for longer item descriptions.

-- fixed: you could get a character to learn Book of Power Mastery very, very early via the "skill advice" event. The event now prevents Book of Power Mastery from appearing among the options for what the character should learn next.
#375
Together in Battle / Re: Together in Battle Dev Log
October 04, 2022, 02:47:08 PM
Got the new trailer up and released the demo for Steam Next Fest!

-- added 1 space of knockback to Trueshaft and slightly lowered damage.

-- added a specific sound effect that plays when small plants are destroyed.

-- added a specific sound effect that plays when objects made of stone are destroyed.

-- added a specific sound effect that plays when trees and objects made of wood are destroyed.

-- fixed: the game wasn't saving or loading unit-specific particle effect settings. (This wasn't a problem before, as they weren't being used for anything--but now they're used to determine which destructible objects should make the above sound upon being destroyed.)

-- fixed: bonus damage from colliding with a damaging object (e.g. Spiked Barricades) was not being applied when the character had been knocked back multiple spaces due to the game checking the wrong space for purposes of "counterattack" range.

-- fixed: Together in Battle was connecting to Steam as Telepath Tactics Liberated.

-- fixed: the game was creating cosmetic connectors on land tiles for bridges being built at elevations above the land.