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 1 
 on: Yesterday at 08:28:03 PM 
Started by milenaCam - Last post by milenaCam

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 on: Yesterday at 06:00:59 PM 
Started by milenaCam - Last post by milenaCam

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 3 
 on: Yesterday at 04:12:01 PM 
Started by CraigStern - Last post by CraigStern
-- commissioned a few new unique character portraits.

-- received the last of the first shipment of comissioned 3D terrain.

-- more artist feedback.

 4 
 on: December 08, 2017, 04:16:58 PM 
Started by CraigStern - Last post by CraigStern
-- rewrote all the code for saving, loading, and displaying unique character portraits so that they now support variant expressions at runtime, just like the procedurally generated ones do. :)

 5 
 on: December 07, 2017, 04:33:46 PM 
Started by CraigStern - Last post by CraigStern
-- completed creation of unique portrait data.

-- fixed an issue in which the far end of the actions menu would get cut off on non-widescreen displays.

 6 
 on: December 06, 2017, 02:44:53 PM 
Started by CraigStern - Last post by CraigStern
-- more portrait data and artist feedback.

 7 
 on: December 05, 2017, 03:28:39 PM 
Started by CraigStern - Last post by CraigStern
-- more artist feedback on 3D assets.

-- created more positioning data for unique character portraits.

 8 
 on: December 04, 2017, 03:51:16 PM 
Started by CraigStern - Last post by CraigStern
-- rewrote some portrait code to better position golem portraits.

-- formatted unique character portrait assets for Unity, created positioning data for a few dozen of them.

 9 
 on: December 01, 2017, 03:06:54 PM 
Started by CraigStern - Last post by CraigStern
-- fixed a small handful of dialogue bugs discovered during last night's playtesting.

-- completely rewrote the process that decides what dialogue characters have to make things less linear, and more varied and unpredictable.

 10 
 on: December 01, 2017, 09:08:46 AM 
Started by CraigStern - Last post by CraigStern
Thanks, Carmine! I'm giving this another shot in March 2018--hopefully we can make it happen. :)

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