The Sinister Design Forums

Please login or register.

Login with username, password and session length
Advanced search  


Welcome to the new Sinister Design forums!

Pages: [1] 2 3 ... 10
 on: February 25, 2020, 01:38:49 PM 
Started by CraigStern - Last post by CraigStern
-- hitting enter when the email sign-up screen is active now checks the contents of the fields and, if they're complete, submits them as if you'd hit the "done" button.

-- adopted some of the pacing changes from the demo into the main campaign to make interesting event variants start appearing earlier and with greater frequency. Gatherings now set a familiarity floor of 5 for all recruits relative to all other recruits; group practice is unavailable the first two days.

-- you can now attach multiple warning conditions and multiple gray-out conditions to the same cut scene menu button! Simply delimit each with a vertical bar (|).

 on: February 24, 2020, 03:11:01 PM 
Started by CraigStern - Last post by CraigStern
Designed, ordered business cards. On the development front:

-- added the all-important time-out timer to the PAX demo. (After 1 minute of inactivity, it resets itself to the title screen. Without this, I have to run around manually resetting the demo over and over all weekend!)

-- added email sign-up functionality to the PAX demo. (Signing up adds your name and email to a text file whose contents I can later copy-paste into Excel.)

-- spruced up some more of the proc gen character dialogue; applied a missing personality requirement to the Depressive general response line, applied a sad face to the regretful victory lines for Kind characters.

-- improved the Battle at Grabber's Grove.

-- fixed: characters burning to death at the start of a turn would not actually be removed from the battlefield until someone attacked.

 on: February 23, 2020, 02:41:17 PM 
Started by CraigStern - Last post by CraigStern
Created a demo version of the game for PAX East!

-- it is now possible to use a list of characters as part of the stat name parameter for SetStat with the Familiarity, Friendship, and Romance stats. In place of a character name, simply use List:List Name.

For example, this will create a list of every unit other than Larry, name it IntroduceToLarry, then set a familiarity floor of 5 for Larry with respect to all those units in the list:

Code: [Select]
<Action>SetStat/Larry,Familiarity List:IntroduceToLarry,f:5</Action>

-- the recruitment interface can now be passed a minimum recruitment value; the player must recruit at least that many characters in order to leave the interface.

-- made the introvert character greetings more interesting.

-- fixed a small typo in one of the blunt character greetings.

-- fixed: it was possible to bypass cut scenes with menus by clicking the background at the exact right moment between when the scene faded in and the menu appeared onscreen.

-- fixed: code for the SetStat with the Familiarity, Friendship, and Romance stats was not correctly set up for the formatting currently used by those actions.

-- fixed: cut scene dialogue in a frame of narration that automatically ran and then closed via EndConvImmediately would lock the player out of clicking the background to advance the narration.

 on: February 23, 2020, 06:48:04 AM 
Started by CraigStern - Last post by CraigStern
With Together in Battle now revealed, is the Telepath Tactics remaster on the backburner now?

Although, since they have the same engine I could imagine the dev log is *also* for the remaster.

Most likely I'll be releasing TiB first--but yes, since they share the same engine, progress on one is essentially progress on the other. :)

 on: February 22, 2020, 11:25:23 PM 
Started by CraigStern - Last post by Sythion
With Together in Battle now revealed, is the Telepath Tactics remaster on the backburner now?

Although, since they have the same engine I could imagine the dev log is *also* for the remaster.

 on: February 22, 2020, 05:14:08 PM 
Started by CraigStern - Last post by CraigStern
Ran a playtest last night to catch bugs and play experience issues before PAX, and today is devoted to fixing as many of them as humanly possible!

-- added a "whiff" sound effect to accompany a dodged attack.

-- added a sound effect to triggering snare traps.

-- applied new pop-up text and "dying heart" particle effects to narrated camp activities as well (in addition to dialogue and random camp events).

-- slowed down pop-up text in cut scenes and just generally improved the presentation of "relationship up" visual indicators.

-- sped up the blinking status effect indicator in battle.

-- halved the delay on displaying "Click to continue" in dialogue and narration boxes.

-- reduced the length of character sickness from random events.

-- renamed the skill Melt to Defrost to make it clear that it's not an offensive skill.

-- the game now changes the text that says "Salary" to "Price" in the recruitment screen when inspecting golems and spirits (who don't have ongoing payroll expenses).

-- adjusted the size of the salary text box to keep text sizing consistent for salaries over 999.

-- updated the mouseover description for the Arena to make it clear that it no longer necessarily boosts team morale.

-- added the "talking" indicator to all of the arena manager's cut scene dialogue.

-- upped the opacity of redded-out buttons in the item expandable options to 100%.

-- fixed a few typos.

-- fixed: due to a misformatted script action, it was sometimes possible to make a character bunk with themselves during a particular camp event.

-- fixed: the event music from plot event 1 would keep playing after it ended.

-- fixed: the game would try to generate bio details and NPCs for spirits and golems, and then throw errors when it couldn't generate golem family members.

-- fixed: drop shadows would display incorrectly on low graphics settings.

-- fixed: the camera would jump when moving the cursor over the Actions Bar while click-and-dragging terrain.

-- fixed: when an attack was canceled from the window warning about attacking an ally or healing an enemy, the character would lose the attack cost in energy as if they'd gone through with it.

-- fixed: load save game slot 4 was directing to slot 0 for some reason.

-- fixed: the game was announcing the same status effect twice via pop-up text under certain circumstances.

-- fixed: the game was sometimes leaving bar spawners in place after a combat exchange, resulting in static health bars appearing (and remaining) in inappropriate locations after moving a unit who had just been in that exchange.

-- fixed: changes to the game's "round float to int" code resulted in negative numbers being rounded incorrectly, causing various scripted events to not escape properly when necessary preconditions were not met.

-- fixed: Mechanic portrait inappropriately remained onscreen when recruiting golems in camp event.

-- fixed: one frame of each elemental Blast attack was misaligned.

-- fixed: when a character reacted to a friend falling in battle, the reaction line would delivered by the attacking enemy unit instead of the friend.

 on: February 21, 2020, 03:19:08 PM 
Started by CraigStern - Last post by CraigStern
-- cleaned up the "Sinister Design" intro sound and improved the "Breaking" sound effect.

-- there is now a sound effect accompanying the "hearts dropping and dying" visual effect when inter-character friendship or romance values drop.

-- new skill: Quick Shot. A half-damage bow attack with slightly reduced range that lets the user keep moving and use another skill afterwards. Bowmen now have a 50/50 chance to learn this in place of Split Shot 2 late in their skill progression.

-- rewrote the way the skill tooltip displays "damage to energy" for skills that affect energy. Instead of just displaying the energy icon in the damage slot, the game now maintains the damage icon and adds the energy icon as well after the number.

-- cleaned up a few of the procedural character dialogue lines.

-- fixed: the text next to the range icon on skill tooltips would sometimes get cut off on some displays.

 on: February 20, 2020, 03:48:56 PM 
Started by CraigStern - Last post by CraigStern
-- new skill: Defiant Stance. The unit ends their turn but gets +25% Strength until their next turn (effectively buffing up the power of all their counterattacks).

-- every class that automatically got Preemptive Stance in its skill progression now has a 50/50 chance of getting either Preemptive Stance or Defiant Stance.

-- Dazzle now has a base 100% chance of causing Blinded; Nauseate now has a base 75% chance of causing Sick.

-- the skill editor now lets you copy the sound and visual effects from one of the game's default skills.

-- added support for tabbing between fields to the skill editor.

-- added support for tabbing between fields to the item editor.

-- improved the look of familiarity, friendship, and romance pop-up text.

-- 2D particles can now be set to change color over their lifetime.

-- created and implemented a new "hearts dropping and dying" visual effect for when inter-character friendship or romance values drop due to a camp activity or event.

 on: February 19, 2020, 02:04:28 PM 
Started by CraigStern - Last post by CraigStern
-- created a "breathing" idle animation via squash-and-stretch, automatically applied to characters while they are in the Rest state.

-- gave the Mentalist a new Energy-draining skill: Nauseate. Less powerful than the Spirit's Drain skill, but it has range comparable to Terror and Dazzle, and can cause Slowed and Sick. Speaking of which...

-- the status effect Sick can now be caused by skills; it lasts 3 rounds and does the same thing as when it is placed via AddMood (that is, it doubles the energy cost of skills and causes resting to not restore energy).

-- created the Nauseate icon.

-- buffed the Spirit's Drain skill by giving it free targeting and doubling its ability to cause Clouded.

-- added Slowed, Weakened, Clouded, and Sick to the status effects that destructible objects are immune to.

-- the properties of status effects can now be altered on an ad hoc basis by appending |Length:x, |Power:x, and |Chance:x to the status effect name (where x is the new value to use for the status effect's length in rounds, power, or chance out of 100 to take effect). For example:

Code: [Select]
This will apply the Strengthened status effect and cause it to last for only a single round (instead of its default length of 4 rounds).

-- the SpawnFloatingText script action is now supported in cut scenes, where it spawns pop-up text over the named character portrait.

-- the game now explicitly states via pop-up text when camp activities and events alter character familiarity, friendship, or romance.

-- new supported pop-up text color: pink.

-- when skills affect stats other than health or energy, the game now explicitly lists the affected stat after the number in the "damage" pop-up.

 on: February 19, 2020, 07:31:35 AM 
Started by CraigStern - Last post by CraigStern
-- condensed the sprite sheets for Cryo Cross, Dark Vortex and Light Bomb for performance reasons.

-- added visual effects for Cryo Cross, Dark Vortex and Light Bomb into the game.

-- added a height offset parameter to visual effects to adjust the positioning of certain attack VFX which were not displaying in the correct spot.

-- updated the SpawnVisualEffect and SpawnVisualEffectAt script actions with the new parameter.

-- fixed: VFX for Mind Blast spawning too high, Mind Shield spawning too high, and the various stages of each elemental Blast skill spawning either too low or too high.

-- fixed: AOE skills whose last targeted space was empty would register as not hitting anyone for purposes of visual or sound effects, and they would not play any.

-- fixed: the Cryo Cross AOE was misconfigured so that it struck the user as well.

-- fixed: it was possible to click "through" the actions bar in battle.

Pages: [1] 2 3 ... 10