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Messages - CraigStern

#3601
Not yet. I've just added equipment into the game, however, which will give characters granted attacks for so long as the equipment remains equipped.
#3602
Telepath Tactics (2015) / Re: Developer's Log
April 20, 2013, 12:34:56 AM
As I have some downtime waiting for Amazon Payments to finish doing its thing, I'm adding a new feature to Telepath Tactics: equipment! Equipment wasn't a necessary feature in multiplayer, but I have a hunch that folks are going to want it in single player.

Supported equipment slots: weapon hand, off hand, head, neck, torso, back (for cloaks /capes), feet, and one miscellaneous "accessory" slot.

You create equipment the same way you create ordinary items, but instead of making its useability type "triggered" you will instead use one of the following: "Weapon Hand" , "Off Hand" , "Head" , "Neck" , "Torso" , "Back" , "Feet" , "Accessory". When giving equipment to a character using the GiveItem script action, you can have the game auto-equip it by adding a third parameter, equip. For instance, this will give Emma Strider an Iron Sword and auto-equip it:

<Action>GiveItem/Emma Strider,Iron Sword,equip</Action>
#3603
TSoG / Re: New content?
April 17, 2013, 12:25:14 PM
Hey TM! It's mostly been bug fixes. There's more on that here: http://www.reddit.com/r/IAmA/comments/1ce8je/i_am_the_guy_developing_telepath_tactics_ask_me/c9fotch

Quote[–]TwistedTeacup 2 points 2 days ago

Also, this question is about SoG: The game has an oddly incomplete feeling to it, for example I seem to recall only getting one assassination quest when I sided with the assassins. Do you have any plans to polish it in a later update, or have you completely moved on from it?

[–]SinisterDesigner 4 points 1 day ago

So, here's the thing. SoG was a victim of its engine. I hadn't ever built anything that big before I took that game on, and the framework supporting it just wasn't up to the task. It took an enormous amount of time to add any content to SoG, even at the beginning; and by the end, the game took so long to build that I actually worried I'd break it by adding any more content!

This was actually one of the things that inspired me to start tinkering with a brand new, better-designed engine (which is what Telepath Tactics uses). I made a point to make adding new content to Telepath Tactics really, really easy precisely because of what a headache it was in the last game!

So, to answer your question: I'd like to add more content to SoG, but I have a feeling that that would end up being really, really tough.
#3604
General Discussion / Re: Farewell Old SD Forums
April 17, 2013, 12:13:03 PM
Reports of their death have been greatly exaggerated. ;)
#3605
Telepath Tactics (2015) / Re: Developer's Log
April 16, 2013, 11:13:28 PM
New script action: AddObjectiveReticle! This will stick a reticle onto a battlefield space that you specify for purposes of letting the player know where important location-related objectives are on the battlefield.

AddObjectiveReticle -- y coordinate , x coordinate , reticle color (in hexidecimal format)
#3606
All characters are 1 space; you'll need smoke and mirrors to accomplish something that appears as something bigger.

Custom AOE configurations are not yet supported, and 2 x 2 isn't one of the built in ones. That's something I'd like to change, though.
#3607
Telepath Tactics (2015) / Re: Developer's Log
April 16, 2013, 02:58:42 PM
I have added four new dialog actions to the game, two to supplement SetVal and two to supplement SetStat. Both SetVal and SetStat require you to specify both an operation and a specific number to use in the operation. The following actions allow you to specify either a custom variable value or a character stat value to use for the "amount" parameter instead:


  • SetValByVal -- (1) name of custom variable to modify, (2) operation, (3) name of custom variable whose value you want to use for the operation
  • SetValByStat -- (1) name of custom variable to modify, (2) operation, (3) name of a character, (4) name of the character's stat whose value you want to use for the operation
  • SetStatByVal -- (1) name of character, (2) name of stat to modify, (3) operation, (4) name of custom variable whose value you want to use for the operation
  • SetStatByStat -- (1) name of character, (2) name of stat to modify, (3) operation, (4) name of second character, (5) name of second character's stat whose value you want to use for the operation
#3608
Steps 1-3 should work. Step 4 would not have worked before, but I just added in a couple of new script actions that should make it possible going forward. ;)
#3609
I like that idea; I'll keep that in mind. ;)
#3610
Telepath Tactics (2015) / Re: Developer's Log
April 15, 2013, 11:04:55 PM
Took some time this evening to add a feature that's been requested a few times: scoring player performance over the course of a battle.

Now, we all know that the previous Telepath titles kept track of casualties, and that this would impact the player's gold bonus after battle. I've decided to create something a little more sophisticated this time around, however. During each battle, the game now tracks all of the following for each player:


  • Enemies killed
  • Characters lost
  • Damage dealt
  • Damage taken
  • Items grabbed
  • Items dropped
  • Turns taken

At the end of battle, it will assign you a score as follows:

  • Base score (100 if you won, 0 if you lost); plus
  • Enemies killed times 20; minus
  • Characters lost times 40; plus
  • Total points of damage dealt; minus
  • Total points of damage taken; plus
  • Items grabbed times 10; minus
  • Items dropped times 10; minus
  • Turns taken times 9.

So! Let's say you win a battle in 7 turns, kill 10 enemies, lose 1 character, grab 2 items, drop 3 items, and deal exactly as much damage as you take. That's 100 + 200 - 40 + 20 -30 - 63, for a final score of 187.

The computer opponent will get its own score as well for the battle. Assuming that its characters did not grab or drop any items, it ends up with 0 + 40 - 200 -63, for a final score of -223.
#3611
Yes; I want to make one of two possible games. I'm not sure which I'll go for just yet. We'll see!
#3612
General Discussion / Re: Blog Posts....?
April 11, 2013, 04:15:18 PM
Yeah, my web design person is figuring out the problem. In the meantime, you can browse stuff chronologically by selecting a category from the Categories drop-down, or by clicking a tag in the tag cloud. ;)
#3613
Interesting idea; I hadn't thought about that! I'll try to keep that suggestion in mind for the future. ;)
#3614
Telepath Tactics (2015) / Re: Developer's Log
April 10, 2013, 08:59:45 AM
A quick extension to the "create on death" feature above: rather than typing a particular class or character name for the creates attribute, you can now type "-CLONE-" to have the game instead create a a new copy of whatever the character originally was. (If you want that particular character to come under your command, for instance.)

Example: say that for Zombify, instead of sticking "Walking/Dead" in for the creates attribute, you put "-CLONE-"; any character that died from Zombify would respawn as the same character, but under your control (because createdOnTeam is set to "MyTeam".)
#3615
Telepath Tactics (2015) / Re: Developer's Log
April 10, 2013, 12:02:19 AM
When creating a new attack, if it isn't of the element Create, the game now takes whatever you put in the creates attribute as a sign of what you'd like to replace the attack's target with if it dies.

For instance: if you create an attack called Petrify and stick "Boulder" as the value for the creates attribute and "Objects" for the createdOnTeam attribute, any enemy killed with that attack will be replaced with a Boulder.

Another example: if you create an attack called Zombify and stick "Walking/Dead" as the value for the creates attribute and "MyTeam" for the createdOnTeam attribute, any enemy killed with that attack will be replaced with an instance of the enemy type named Walking/Dead, under the command of the attacking character's team. ;)

Note: you cannot have attacks that turn objects into things other than objects. If you destroy an object with the Zombify ability, for instance, it will not spawn Walking Dead. But you can Petrify a chair.

Note: if you put anything in createdOnTeam other than Objects or MyTeam, the game will spawn the replacement on the same team as the target that was just killed.