The Sinister Design Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

Welcome to the new Sinister Design forums!

Pages: [1] 2 3 ... 10
 1 
 on: Yesterday at 04:58:11 PM 
Started by CraigStern - Last post by CraigStern
I like that idea. While I was reading it, I wondered, have you considered to have characters in love?

Yyyyyyup. ;)

 2 
 on: Yesterday at 04:05:43 PM 
Started by CraigStern - Last post by Ertxiem
I like that idea. While I was reading it, I wondered, have you considered to have characters in love? It may not affect their stats, but it could have some consequences like the pair wishing to be together.

Regarding you being sick, I wonder where I got that idea.

 3 
 on: Yesterday at 02:01:27 PM 
Started by CraigStern - Last post by CraigStern
-- reworked the ShowRecruits salary variability parameter so it operates as a percentage increase or decrease instead of behaving as a flat addition/subtraction.

-- used the new ShowRecruits parameters to add random variability to recruit salaries in the campaign; they can vary by as much as 25% in either direction from the game's baseline calculation of how much the unit is "worth."

-- base cost and % cost variability parameters have now been added onto the GenerateUnit and GenerateUnique script actions, with identical effects upon the salaries of their generated units.

-- base cost and % cost variability parameters have now been added onto Generate: and Unique: unit tags in battle maps, allowing units generated in this fashion to also access the corresponding salary calculation parameters.

-- Shops now support the use of -VAL:- characters when defining their basic parameters (costMultiplier, baseSalePrice, itemQuality, qualityVariance, and foodCost)! This allows you to change a shop's parameters dynamically throughout the game by reference to other variables you might be tracking.

E.g.

Code: [Select]
<Shop costMultiplier="-VAL:ItemPriceLvl-" baseSalePrice="0.5" itemQuality="-VAL:ItemQuality-" qualityVariance="2" foodCost="-VAL:FoodPriceLvl-">Agarwal's
Item quality and quality variance are integers, so the game just plugs in the integer value for whatever -VAL:- variable you pick. However, the other shop parameters take float values with decimals, so they're a little trickier to set with -VAL:-. To get the integer from -VAL:- into a useful float format, the game divides the value by 100 (thus, effectively treating it like a percentage). So for example: suppose you have a shop with costMultiplier that references -VAL:CostMult-. If you wanted to increase the cost multiplier by 0.1 during the game (say, because the player did something to piss off the shop owner), you'd use SetVal to add 10 to CostMult.

-- finally implemented costMultiplier and baseSalePrice as a factor in setting item values in-engine.

-- used the new -VAL:- character support in Shops to perform preliminary work allowing changes in item price and quality over the course of the game.

-- added a difficulty selection to the start of the game, with two modes: "Relaxed" or "Challenging." As of right now, the choice impacts base prices for recruits, items, and food. Eventually, my intention is that it will impact the likelihood of bad events occurring during the game as well as how smart the AI is during fights.

-- fixed an obscure and insidious bug wherein the game would sometimes change the order of the actions in a script that had been called by another script action. (This would result in disastrous situations like scripts that ended with NextScene instead running NextScene first, thereby ensuring that the remainder of the script never executed at all.)

-- fixed an exceedingly dumb bug in which the game would not properly parse special characters which placed hyphens right next to one another; the issue was, it would go through and replace the -- with an em-dash beforehand, and therefore wouldn't recognize the special characters of which each hyphen was a part. (Among other things, this made it impossible to use -NL- to start a new line beginning with -NAME- or any sort of variable value.)

 4 
 on: Yesterday at 09:48:45 AM 
Started by CraigStern - Last post by CraigStern
I wonder how you got the idea to add the possibility of the characters being sick. Any recent event, perhaps?  :)

Heh. Well, I did get saddled with a cold for a few weeks after Thanksgiving, so maybe that put sickness in the forefront of my mind! However, I've been wanting to develop systems for emergent (and persisting) character states with consequences for their behavior in and out of battle for years now (see e.g. item 6 in this article).

With the mood system now implemented in the new engine, it occurred to me that it could easily handle behavioral modifications from physical maladies as well--so adding in a Sick status effect to complement it was a natural next step. :)

 5 
 on: Yesterday at 07:47:14 AM 
Started by CraigStern - Last post by Ertxiem
I wonder how you got the idea to add the possibility of the characters being sick. Any recent event, perhaps?  :)
[...]
-- wrote new event: Sick (a character comes down with an illness for 1-3 weeks).
[...]

Season greetings

 6 
 on: December 12, 2018, 04:11:47 PM 
Started by CraigStern - Last post by CraigStern
-- added two new optional parameters to the ShowRecruits script action: base cost and cost variance. Both are integers; the first adds a set amount to the salary of all recruitable units generated, while the second randomly adds or subtracts a number between 0 and its value to the salary of each unit generated.

-- generated characters now have a "Salary" stat equal to their recruitment cost. (Like all other stats, it can edited with SetStat.)

 7 
 on: December 12, 2018, 08:49:26 AM 
Started by CraigStern - Last post by CraigStern
Hey folks! Did you miss the Kickstarter? Feeling a little sad that you missed out on the chance to get True Messiah? Well worry no more--the game is now available in the Sinister Design shop!

Here's the official announcement. :)

 8 
 on: December 11, 2018, 02:32:37 PM 
Started by CraigStern - Last post by CraigStern
-- received and integrated the sunset variant for the Clearing cut scene background.

-- created water and lava transition tiles for the cave tileset.

-- the character creator now correctly saves and loads accessories with Custom portraits.

-- the game now supports custom pronouns for characters (they can be set during the "gender" step in the character creator). Characters using custom pronouns will have their pronouns appear as a three-entry, /-delimited list under the pronouns attribute in their entry in PremadeUnits.xml. (Characters lacking a full set of 3 custom pronouns will simply use the traditional pronouns for their sex.)

 9 
 on: December 10, 2018, 04:26:19 PM 
Started by CraigStern - Last post by CraigStern
-- got moods working!

-- obtained the handful of missing cave tiles; implemented them in-game.

-- wrote new event: Sick (a character comes down with an illness for 1-3 weeks).

-- fixed a few dumb bugs I'd accidentally introduced.

 10 
 on: December 07, 2018, 03:09:37 PM 
Started by CraigStern - Last post by CraigStern
-- laid the groundwork for character Moods, which last for a set number of days and can override the character's normal array of activities. They can also add little descriptors onto existing activity narration and impose enduring status effects.

-- created a new Status Effect (accompanying icon): Sick. Sick characters have doubled Energy costs for skills, and do not regain energy while resting in battle.

-- the AddStatus script actions now have two additional, optional parameters: Force Length and Force Power. These let you edit the length and power of the status effect being conferred from their default values.

-- updated certain camp activities with alternate backgrounds.

Pages: [1] 2 3 ... 10