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 11 
 on: October 11, 2017, 04:26:09 AM 
Started by CraigStern - Last post by Ertxiem
Just a small provocation:  :)

Regarding the new game, you worte:
[...]
-- came up with a calendar system (the game world features a 10-month calendar, with each month 36 days in length)
[...]

So, I deduct that in the game, the full Moon will occur each 36 days, instead of the usual 29.53 days (the synodic month, currently on Earth).

 12 
 on: October 10, 2017, 02:31:22 PM 
Started by CraigStern - Last post by CraigStern
Spent the past couple of days fixing bugs. (It's not sexy, but hey: it's important not to just leave every bug for fixing until the end!)

Also:

-- came up with a calendar system (the game world features a 10-month calendar, with each month 36 days in length)
-- the game now tracks how many days have passed in your campaign and can display the current date to the player
-- the dialogue parser now recognizes the special character -NL- as a new line, and will respond accordingly

 13 
 on: October 06, 2017, 02:44:07 PM 
Started by CraigStern - Last post by CraigStern
Fixed a number of bugs and other issues with how the activity system was working.

-- spirits now get the activity Mumble, in which they simply repeat their names to themselves all evening.

 14 
 on: October 06, 2017, 06:45:23 AM 
Started by CraigStern - Last post by CraigStern
-- characters are now generated with a particular description of their laugh that can appear in their dialogue.

-- characters are now generated with one particular term that they'll consistently use when addressing the player (right now: "sir," "commander," or "boss") based on their dominant personality trait.

-- character portraits are now displayed during their non-Talk nighttime activities.

-- the game now selects from among a pool of proper narrative descriptions of non-Talk nighttime activities.

 15 
 on: October 04, 2017, 03:52:53 PM 
Started by CraigStern - Last post by CraigStern
-- characters can now impact one another's morale during the nighttime Talk activity

-- characters can now impact one another's familiarity and friendship ratings for one another during the nighttime Talk activity

 16 
 on: October 03, 2017, 03:20:32 PM 
Started by CraigStern - Last post by CraigStern
--added a new stat that can be affected by SetStat: Morale. This works the same as other integer stats do!

--added three additional new stats that can be affected by SetStat: Familiarity, Friendship, and Romance. These stats operate a little differently from other stats since they have differing values applying to various other characters. Because the value depends on the other character in question with these, the final parameter for SetStat operates a little differently: instead of just being operation:value as with other stats, it's name|operation:value, where name is the full name of the other character.

So, for example, say you want to increase Emma's feelings of Friendship toward Sabrina by 2; you'd use:

Code: [Select]
<Action>SetStat/Emma Strider,Friendship,Sabrina Strider|+:2</Action>
A touch convoluted, but it works!

 17 
 on: October 02, 2017, 03:48:54 PM 
Started by CraigStern - Last post by CraigStern
Gave feedback to the 3D modeler on a new round of asset drafts!

 18 
 on: September 29, 2017, 03:09:52 PM 
Started by CraigStern - Last post by CraigStern
-- spent the past few days implementing dialogue (and appropriate variants on every currently implemented script action) in the new nighttime context, permitting characters to talk to one another as one of their nighttime activities. (This took so long, in part, because of some implementation challenges unique to Unity--I now know all about C# and interfaces, though!) There are still kinks to work out, but the basic functionality is now there. :)

 19 
 on: September 29, 2017, 10:13:44 AM 
Started by CraigStern - Last post by CraigStern
Not quite, no. There is something like party simulation involved, but...well, you'll see! :)

 20 
 on: September 28, 2017, 12:07:07 PM 
Started by CraigStern - Last post by bugfartboy
Looking through the new engine's developer log, and seeing the inclusion of nicknames, dynamically generated character portraits, preferences, special skills, and now complex sounding nighttime scenes, I must ask: is the new engine a more deterministic (knowing your aversion to too much RNG in games) D&D-esque party simulator?

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