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 on: Yesterday at 05:14:09 PM 
Started by CraigStern - Last post by CraigStern
-- filled in gaps in the autotiling logic for all the new terrain tile assets.

-- began replacing all of the old text fields in the dialogue editor with TextMesh Pro UI fields.

 on: April 17, 2019, 03:22:31 PM 
Started by CraigStern - Last post by CraigStern
Gave artist feedback on a new cut scene background for the Psy Academy.

-- received new terrain tiles for single-width cliffs and their chasm variants; imported them all into the game and created directional variants and tile data for them all (constituting more than 250 new terrain tiles in total).

-- wrote the first part of the auto-tiling logic for the new terrain tiles!

 on: April 17, 2019, 10:04:49 AM 
Started by CraigStern - Last post by CraigStern
As of right now, the controls are very similar to Telepath Tactics, in that there is a mouse-driven interface with keyboard hotkeys that can be used in their place for most (though not all) things. (I have not yet implemented click-and-drag camera panning in combat, however, and instead currently have a "leave the mouse at the edge of the screen for a second to pan" solution.)

The biggest thing I want to add to the controls that I simply haven't had time to implement yet is gamepad support. Custom keybinds are possible, but a much lower priority for me at the moment.

 on: April 17, 2019, 04:25:03 AM 
Started by CraigStern - Last post by ArtDrake
I want to be careful with questions like this, because it's easy to come across as demanding something or creating an expectation when it really is just a question, but--

I was wondering, what kinds of control schemes do you plan on supporting with the new engine? Mouse only, keyboard only, hybrid mouse/keyboard? [I'd ask about custom keybinds, too, but that strikes me as the sort of thing it's a bit simpler to throw in once you have keyboard controls, whereas the ones I asked about are things that I would imagine UI gets built around.]

 on: April 16, 2019, 03:30:55 PM 
Started by CraigStern - Last post by CraigStern
-- finished replacing all of the UI elements in the campaign editor.

-- reorganized the way elements in the campaign editor are laid out with an eye toward adding support for additional editors (like item and skill editors).

 on: April 15, 2019, 03:49:33 PM 
Started by CraigStern - Last post by CraigStern
-- replaced most of the the buttons and other UI elements in the main page of the campaign editor with nicer-looking ones. The new buttons now have mouse-over tooltips.

 on: April 12, 2019, 02:46:22 PM 
Started by CraigStern - Last post by CraigStern
-- the shop interface now supports multiple pages worth of items within a given category! Whenever a category has more than 1 page worth of items, a page navigation interface appears to let you flip through the pages.

-- the shop in the main campaign now has a much more limited selection of consumables, which should hopefully keep new players from being overwhelmed by choices that aren't yet relevant.

--the shop in the main campaign now generates way more different weapons when you walk in, which should hopefully result in more weapons that are actually usable by the player's team showing up on any given visit.

-- fixed: the shop interface would inappropriately gray out equipment usable with multiple different masteries.

-- wrote some new dialogue for the recruiter in the main campaign; you can now try to flirt with her or ask her for advice on team composition.

-- the reserve inventory screen will no longer close from errant clicks; instead, there is now a dedicated close button in the corner.

-- camp activities no longer need to be progressed by clicking a dedicated "Next" button: instead, you can now click anywhere onscreen to progress.

-- improved the Qualifier tutorial by using the new emoji functionality to visually cue players as to which buttons do what.

-- fixed: level 1 proc gen characters would be generated with Reflexes stats equal to their Reflexes growths. (They now always start with Reflexes of 0 at level 1 regardless of their growths.)

-- fixed: the AI would fail to act with characters surrounded on all sides by enemies. The AI now ignores the danger penalty entirely for characters with no movement options; for others, it reduces the penalty linearly in proportion to how many movement options a unit has. The more flexibility a unit has, the more the danger penalty is counted against possible moves.

-- fixed: the game would hit a null error whenever a generic unit died in battle on Brutal difficulty.

-- fixed some incorrect portrait data.

 on: April 11, 2019, 03:01:13 PM 
Started by CraigStern - Last post by CraigStern
Spent a bunch of time on musician feedback finalizing new boss music. :)

-- received and implemented a new cut scene background: Somnus!

-- finished replacing all the text fields in the reserve inventory screen, and with that, I'm finally finished with replacing UI text fields battle scene! (There are a few other elements I'll have to go back and replace the text in, namely pop-up damage and such, but that's an issue for another day.)

Moving on to the the cut-scene scene:

-- finished replacing all the text fields in the narration, calendar, info bar, custom menu, recruitment interface, army overview window, and dismissal window UI elements. (Other UI elements, like the reserve inventory screen and character screen, were carried over from work in the battle scene.) All that's left to swap out is the shop interface, and I'll be ready to move on to the campaign editor.

-- removed the "Next" button from the camp activity interface. Camp activities are now advanced by clicking anywhere onscreen.

-- rounded the corners on the text darkener image that appears beneath cut scene narration.

 on: April 10, 2019, 02:12:04 PM 
Started by CraigStern - Last post by CraigStern
-- finished replacing all the text fields in the new turn box, victory box, and attack confirmation window.

-- finished replacing all the text fields in the options and settings menus in battle.

-- made progress on replacing all the text fields in the reserve inventory screen (there are a lot of them)

 on: April 09, 2019, 03:17:27 PM 
Started by CraigStern - Last post by CraigStern
-- created a new item: Bracing Gloves! These give the wearer Strength +1 and grant the skill Shove. Can be used by any character with a physical weapon mastery.

-- the main campaign shop now sometimes carries Bracing Gloves.

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