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: May 17, 2019, 06:51:26 PM 
Started by macservice123 - Last post by macservice123
I was just going through the prison break sequence and thought about how the dialogue was changed to include a part where the Hero struggles to come to terms with the fact that he killed a fellow human being. Given how this, and other subjects, including religion and death have been examined in TSoG, and how death count and all has been briefly looked upon in TPA2, I think it would be nice to include a "total number of beings killed" counter, as well as an additional counter for "total number of people killed by the Hero" specifically. The design is twofold: it can be quite thought provking, it might say something about the Hero's (or, rather, the player's) character, it may affect some events in the game and it is something players can compare and talk about, as it is statistical in origin. Given that it has been implemented before, I don't think it will be too hard for Craig to code in, though I am not sure about deaths coming from one specific unit counter (which I consider to be the more interesting one- as you often see a Hero in a series commit his first murder... then they become countless, like the Richard character from the Wizard Rules series by Terry Goodkind).
What are your thoughts on this, folks?

Thank

Cristiano

 2 
 on: May 17, 2019, 02:26:17 PM 
Started by CraigStern - Last post by CraigStern
-- improved the logic on Add/Delete Row/Column functions: clicking the bottom row / right column will now place the new row/column onto the edge of the map instead of placing it at the location of the current last row/column and shifting the old edge outwards.

-- made some small UI improvements here and there in the various editors, as needed.

-- fixed: in the map editor, clicking on a unit in a row or column would do nothing when in Add/Delete Row/Column mode instead of behaving as though you'd clicked the row/column the unit is in.

-- fixed: I'd forgotten to link the new New Object search textfield back to the "narrow objects" function on value change, which resulted in the objects not actually getting narrowed down as you typed.

-- fixed some gaps in the delete and add rows/columns logic that were producing range errors under certain circumstances.

 3 
 on: May 16, 2019, 03:14:12 PM 
Started by CraigStern - Last post by CraigStern
-- the Delete Row and Delete Column functions in the map editor now update coordinate data for (and physically shift) units and point lights on the map relative to the deleted row or column so they remain on the correct terrain. Units and point lights located directly on the deleted row or column are deleted along with the terrain upon which they stood.

-- added Add Row and Add Column logic to the map editor. It copies the terrain in the clicked row or column, shifts subsequent rows or columns of terrain down/right, pastes the copy into the newly formed gap, and then recalculates the necessary tile variations to make the new tile combinations play nice together. It then updates coordinate data for (and physically shifts) units and point lights on the map so they shift along with the original terrain.

-- tweaked the "night" global lighting preset to make it a bit darker.

All of this looks pretty good in action, but hard to capture in static screenshots. I suppose I should do a video at some point!

 4 
 on: May 15, 2019, 03:34:00 PM 
Started by CraigStern - Last post by CraigStern
-- created button graphics for Edit Row/Column, New Row, New Column, Delete Row and Delete Column in the map editor.

-- created the latter four buttons and stuck them in a submenu that's toggled on and off by the first button.

-- added the basic Delete Row and Delete Column logic to the map editor. It removes the clicked row or column, collapses subsequent rows or columns to fill in the gap, and recalculates the necessary tile variations to make the new tile combinations play nice together.

-- fixed a few null errors that crept in with all the UI overhauls.

 5 
 on: May 14, 2019, 03:44:56 PM 
Started by CraigStern - Last post by CraigStern
-- I have now, at long last, replaced every single text field in the game! God, what a pain in the ass that was. But now that's that's done, it's back to more interesting stuff! :)

 6 
 on: May 13, 2019, 03:14:31 PM 
Started by CraigStern - Last post by CraigStern
-- continued replacing all of the text fields in every UI element in the character creator. Swapped out all the text fields in the skills/tags/masteries/skill progression window, reorganized the skill and skill progression selection sub-windows with more buttons (27 versus the original 18) and updated skill button tooltips, and reconstituted the sub-window for procedurally generating a character's stats at a given level.

 7 
 on: May 11, 2019, 12:51:43 PM 
Started by CraigStern - Last post by CraigStern
-- added a new behavior for the "number picker" UI element that allows the selected number to "wrap around" to the minimum value once it exceeds its maximum value (instead of simply remaining at the maximum and refusing to increase further). Turned this behavior on for the portrait element pickers in the character creator.

-- imported some fixed versions of terrain tile geometry that ensure smooth transitions between all tile variants in all combinations!

-- fixed a few errors / omissions in the map editor's autotiling logic.

-- fixed: the player could dismiss characters from the army overview while in the shopping or recruitment interfaces, thereby triggering dismissal dialogue and effectively trapping themselves. The dismissal option is now grayed out when in the army overview in either of those interfaces and a message is displayed informing the player that they cannot dismiss a character there.

 8 
 on: May 10, 2019, 03:12:53 PM 
Started by CraigStern - Last post by CraigStern
-- added Ryan Richko's new battle and boss music to the game!

-- continued replacing all of the text fields in every UI element in the character creator. Swapped them all out among the menu buttons and the save confirmation element at the top of the screen.

-- the character creator now has a button that will provide you with fully procedurally generated characters and generic units at the click of a button; you can then save and use them, or else go back and edit until you're happy with them.

-- the character creator now successfully saves bio details, and the game successfully loads bio details from premade units.

-- characters created or edited in the character creator are now added to the top of the characters list, effectively displaying them in order from most-recently-modified to last.

-- fixed a formatting error in the status effects text box for the character screen.

-- improved the positioning of mouseover tooltips for skill buttons in the character and level-up screens.

 9 
 on: May 09, 2019, 03:28:41 PM 
Started by CraigStern - Last post by CraigStern
-- created a new button graphic, "Randomize."

-- began replacing all of the text fields in the character creator. Finished so far: the unique-vs-generic window, the species window, the class window, the gender window, the naming window, the portrait window, the default expression sub-window, the stat growths window, and the starting stats window.

-- replaced the old number pickers everywhere they appear in the interface with the newer, snazzier version.

-- adjusted my custom intRng class so that it now successfully parses integer ranges beginning with a negative integer.

-- added stat icons to the stat growths and starting stats windows in the character creator, providing an instant mouseover reference for what each of them does.

 10 
 on: May 08, 2019, 02:51:39 PM 
Started by CraigStern - Last post by CraigStern
-- updated all the text fields for the cut scene editor's edit shop window, edit stock sub-window, select items sub-sub-window, edit menus window, edit menu window, and edit menu button sub-window. With that, all of the text fields in the cut scene editor have now been successfully replaced! The only editor left to give this treatment is the character creator (which is good, because I'm starting to get really tired of this).

Pages: [1] 2 3 ... 10