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 11 
 on: February 05, 2018, 03:39:17 PM 
Started by CraigStern - Last post by CraigStern
-- characters shoved into water now appear partially submerged (but flying characters that move over water do not).

-- organized 3D objects, enforced consistent naming on files, created "open" variants for all doors and gates.

-- created a new look for movement tiles to make the distinction between spaces clearer.

 12 
 on: February 05, 2018, 09:25:46 AM 
Started by CraigStern - Last post by CraigStern
-- basic 3D terrain is now implemented! :)

 13 
 on: February 01, 2018, 12:48:10 PM 
Started by CraigStern - Last post by CraigStern
-- obtained a new triplanar shader to implement seamless tiling textures across 3D objects. (The old one was causing an annoying visual glitch.)

-- created a couple of objects that are simply clumps of grass with wildflowers, to add some variety to stretches of grass in maps. (This role was previously occupied by the grass tile in the 2D tilesets.)

 14 
 on: January 31, 2018, 04:09:18 PM 
Started by CraigStern - Last post by CraigStern
-- finished creating water shoreline transitions for all grass tiles, sand tiles, and snow tiles.

-- finished creating XML "tile" data for all existing 3D terrain assets.

-- adjusted the tile loading system so the game loads the 3D terrain assets now instead of 2D tiles.

 15 
 on: January 31, 2018, 02:07:48 PM 
Started by CraigStern - Last post by CraigStern
-- finished creating directional variants for all basic 3D land terrain (grass, dirt, snow, and sand)

-- finished creating water shoreline transitions for all dirt tiles.

 16 
 on: January 30, 2018, 12:16:07 PM 
Started by CraigStern - Last post by CraigStern
Had to get revisions on the 3D terrain to better demaracate the nature of transition spaces. Re-creating directional variations now. Also contracted out 3D floor tiles and cobblestone street tiles.

 17 
 on: January 24, 2018, 03:00:25 PM 
Started by CraigStern - Last post by CraigStern
-- received the first set of new 3D terrain to replace the old 2D tiles! (Tilesets: grass, dirt, snow, and sand.) Got them in-engine; now creating directional variations and organizing them into appropriate folders.

 18 
 on: January 22, 2018, 04:43:44 PM 
Started by CraigStern - Last post by CraigStern
-- fixed timing issues relating to the new turn box, OnTurn/OnLoaded dialogue, and/or the victory screen overlapping one another under certain conditions.

 19 
 on: January 22, 2018, 03:47:01 PM 
Started by CraigStern - Last post by CraigStern
-- characters can now equip and unequip items within the reserve supplies screen.

-- repositioned item option buttons (and tooltips on item option buttons) within the reserve supply screen to avoid situations where some or all of them would not be visible.

-- implemented the EndBattle/WinBattle and LoseBattle actions, permitting custom victory and loss conditions.

 20 
 on: January 22, 2018, 09:21:06 AM 
Started by CraigStern - Last post by CraigStern
In the new system (but not the old one), every item instance actually does have its own unique numerical ID! So theoretically, I could implement a system in which the game lets you get the ID for an item in a character's inventory by various methods, and then have an Action that lets you modify the properties for an item by its ID--but I foresee issues with getting the game to pull the correct item when duplicates of a given item types reside in a character's inventory. Suppose you want to upgrade Character A's Bandages, but that character has three different Bandages sitting in their inventory. Which one is the game supposed to pull the ID for? Is it supposed to create an integer list of IDs, each of which the scripter than then inspect the properties of via further Actions in order to pull the correct item? All of this is possible, but you can quickly see what a pain this would turn into to implement. I'd probably have to make it hook into the dialogue UI somehow to present the player with a list of items, with a given stat for each shown in parentheses, so that they could make selections.

The nice thing about an action that just acts on equipped items is that each character can only have one thing equipped in each slot, the fact that an item is equipped already shows that that item is useful to the character, and the UI interaction for changing equipped items is already implemented. :)

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