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 31 
 on: January 22, 2020, 07:56:03 PM 
Started by bugfartboy - Last post by bugfartboy
  • do you have logs from any of the bugs (i.e. the window not closing on creating a new campaign, or the dialogue editor creating duplicate trees, or testing making the
    game throw an exception?) The 'L' button should save a log in the campaign editor much as it does in the main game.

I didn't even think to try. I went back to try recreating the issues, and have attached the resulting log files.

I pressed 'L' when trying to re-crash the testing function, but no dice in getting a log file. I did grab a screenshot for you, however useful that may be.

Another note on the map testing functionality: Loading a map with no armies or characters starts the battle, but does nothing. Looks like you're missing some validation to ensure the map is even functional? (I attempted to get a log file of this as well, but no luck. Have another screenshot, I guess?)

I tried pressing 'L' from the character creation menu, and no log file. Something might be eating my keypress between the keyboard and the function that spits out a text file. I eventually got a log file, but it made me wait a few minutes to appear, and doesn't appear to be the one I was looking for.

  • stats and growths in the character creator actually do have mouseover tooltip explanations--do I need to make the mouseover area larger so they're easier to find?

I went back to look, and it appears you do actually have tooltips! I was initially hovering over the name of the stat, not the icon, so I didn't see them. Expanding the area to the text, at least, probably wouldn't hurt.

  • when you ask for drop-down lists on text fields in the various editors, do you mean that displaying 1-3 predictive text suggestions isn't cutting it--or did those not come up for you?

The predictive text suggestions came up, but without a list of valid entries directly front of me to reference, it can be hard to remember what's actually available and what everything does. If I want to "AddCharacter" to the map with a script, the modding chapter of the original TT manual lists 10 different actions that start with "Add". None of them actually do what I need, though. "SpawnChar" does. Being able to quickly see what's available would be a tremendous help. Skimming through the manual is one way (and how I had to look up the correct action, since I haven't played with TT's scripting abilities in a couple of years), but having to tab out to search through a PDF can be tedious, especially if the campaign editor is being run in full-screen mode to maximize visual real-estate.



Completely unrelated to anything else, something occurred to me tonight: Would it be possible for the default volume on the title music to be lower? With the big *brawwww* at the beginning, I jump out of my skin if I don't turn my speakers waaaaaaay down before starting it up. I had this complaint with the original engine as well, but I don't think I voiced it.



-Edit:-

-- the game now gives you the option to turn on a battlefield grid. (It's ugly, IMO--but people seem to want it, so...)

Hey now, I like a good battle grid! It makes it easier to judge distances at a glance!

 32 
 on: January 22, 2020, 03:54:07 PM 
Started by CraigStern - Last post by CraigStern
Booked myself a booth for PAX East--looks like I'll be showing off the new game to the public for the first time at the end of February! :D

In the meantime, progress:

-- the game now gives you the option to turn on a battlefield grid. (It's ugly, IMO--but people seem to want it, so...)

-- you can now right-click units in the map editor to instantly rotate them clockwise (hold Shift to instead rotate counter-clockwise with each click).

-- you can now left-click empty tiles in the map editor while the unit properties window is open to instantly populate the window with that tile's coordinates for easier repositioning of characters and objects.

-- halved the size of the unit properties and light properties windows in the map editor so they don't obstruct the screen.

-- particles can now be spawned in the map editor! Smoke ring particles now accompany clicks to reposition, and other particle effects now accompany placement of new lights and units, as well as removal of lights and units.

-- removed the (admittedly annoying) "swoosh" noise from camera zoom in the map editor.

-- doubled the speed of camera zoom in the map editor.

-- when creating a new map or opening an existing one, the camera in the map editor now auto-adjusts its zoom level (and maximum zoom) proportionally to the size of the map created or opened so as to better see the whole thing.

-- added keyboard shortcuts for zoom in the map editor: Alt + and Alt -.

-- fixed: changing armies in the map editor was sometimes not causing the unit to palette swap correctly.

 33 
 on: January 22, 2020, 03:12:32 PM 
Started by Sythion - Last post by CraigStern
Weird! It looks like it just got stuck in a loop somehow. I'll have to test this out myself and see if I can replicate it.

 34 
 on: January 22, 2020, 11:21:35 AM 
Started by Sythion - Last post by Sythion
Good to know the minimap simply isn't in rather than being broken. Me being me I decided to grind a bit (left an archer alive and walled him in, managed to lose my mentalist and crossbowman prior sadly).

Upon reaching level 20 however, I wasn't able to select the option to advance in class; Champion. I could "force close" it by using the Shift + E shortcut to end the turn. This however leaves my unit at level 20, gaining exp, and the game fully freezes upon hitting 21. https://i.imgur.com/fpsHc8C.png

EDIT: From what I recall one could mark a unit as "Done" in the original, but that's not present in the demo.
Would it be possible to have an option to enable a grid? Ideally with an opacity slide.

 35 
 on: January 22, 2020, 10:23:38 AM 
Started by bugfartboy - Last post by CraigStern
Thank you for the detailed feedback! :)

A few questions:

  • do you have logs from any of the bugs (i.e. the window not closing on creating a new campaign, or the dialogue editor creating duplicate trees, or testing making the game throw an exception?) The 'L' button should save a log in the campaign editor much as it does in the main game.
  • stats and growths in the character creator actually do have mouseover tooltip explanations--do I need to make the mouseover area larger so they're easier to find?
  • when you ask for drop-down lists on text fields in the various editors, do you mean that displaying 1-3 predictive text suggestions isn't cutting it--or did those not come up for you?

 36 
 on: January 22, 2020, 09:11:47 AM 
Started by Sythion - Last post by CraigStern
Thanks for the additional report!

The minimap is right up there with doors and switches in the "I haven't gotten around to it yet" list. (It's especially low priority now since manual zoom is a thing; but I'll get to it eventually!)

The AI code is quite complex, making bugs tricky to fix without detailed info. If you do manage to capture a log next time, that would be very helpful! (The log files support thousands of lines, so it should contain the needed info even if you don't manage to hit 'L' until after the enemy turn ends.)

The proc gen character features are indeed primarily for user campaigns and for the next game--but I'm considering having proc gen characters join up periodically if you've lost too many characters from your roster on Normal difficulty. We'll see!

 37 
 on: January 21, 2020, 11:18:05 PM 
Started by Sythion - Last post by Sythion
Good to know! I can't picture myself messing around with the campaign editor much as that's less my style but I'll see if I can figure it out. I am somewhat tempted to port Drogon somehow. From what I recall of previous discussions he would need to have a 10 or so tile range limit. It's very satisfying to see reported bugs get fixed in your progress log! :)

Played a bit more, still busy so not expecting to finish the demo for at least a few more days.

1) Didn't manage to log it but the archer on Adelbrae Battle at least twice had used "bow" without anything happening. It then proceed to walk a few tiles as pierce attacks don't end turn. Reloading and trying again things were normal.
2) https://i.imgur.com/OPV5qaO.png At least for the Caravan Battle, Madeleine isn't centered in her.. err, circle thing?
3) Minimap isn't working. I know Doors, Levers and the like haven't been coded yet but the notes say nothing about this as far as I know.

I presume some of the features in the progress log such as random recruits is meant to be for user campaign support, and the next project? Which is to say, not hype myself about them for the remaster ?

 38 
 on: January 21, 2020, 08:35:33 PM 
Started by bugfartboy - Last post by bugfartboy
My notes are a bit more scattered and not as detailed as I would like. I didn't get to test every feature tonight, because I'm not sure where my time went.



Overall impressions:
  • Most menus felt oversized and too much like a game. It didn't feel like something I would want to potentially spend hours working with. Reducing the font and text box size would help make it feel more manageable.
  • Some fields (anything to do with skills or battlefield conditions or scripting actions) could benefit greatly from a dropdown list component (like a little arrow-down button that would bring up the list, maybe filtering based on what's already in the text box).
  • The music in the background was fun at first, but being able to turn it down (more likely off) is going to need to be a necessity. But it'll also need to be a different control than the in-game music, so that you don't need to keep updating the volume settings any time you switch between the two.

Campaign Overview Screen:
I entered the name of my new campaign, "Revenge of Squash", and clicked "Proceed", but nothing happened. When I clicked "Proceed" again, it told me that the campaign already existed. I had to cancel out of the name entry, then load the campaign to actually continue.

Revenge of Squash
Squash is my cat. He's always hungry. In this campaign, he assumes human form and sets out to get revenge on the evil, invisible spriggat/fairy who keeps emptying his food bowl.


Character Editor:
  • The idea that species determines class struck me as odd, but it's an understandable restriction. I would have liked to be able to create new class names and set their portrait type, though.
  • Being able to set a character's pronouns was a nice touch that some of my friends would appreciate having available.
  • Paging on the character portrait details screen misbehaved, and oddly. Page 2 and 3 of the Scars/Beards/Etc list were the exact same.
  • Stat Grows and Starting Stats could really benefit from tooltips describing what each stat actually does.
  • The Equipment Masteries section baffled me. Some explanation or more detail there would be good.
  • Some things, like Skill Progression and Inventory, felt like they would be easier to interact with if they weren't text boxes so much as drag-drop-adjust controls.

Music:
I like the expanded music options, and could see myself using some of them in Tabletop RPG sessions (Out of Your League!) if there's a new soundtrack for sale. I'm especially curious to hear what this new "[X] Custom/CustomAssetInfo" track is ;).

Dialogue Editor:
Adding a new script or dialogue tree would create two with the same name. Closing and re-opening the dialogue editor got rid of the duplicates, however.

Map Editor:
  • Zooming in/out had an obnoxious *whooom*ing noise.
  • Zooming in/out felt too slow, and not responsive at all. A snappier/less-smooth zoom would be nice in the map editor, if nothing else.
  • The default zoom level was waaaaay too close, especially for how long it took to zoom back out.
  • It would be cool if the "Next Scene" option had a drop-down list of already-existing maps.
  • The palatte swapping on the tents on the Army setup screen wasn't working correctly. They stayed mostly purple.
  • Weather effects (on the editor screen, at least) felt wonky. They fell in a nice cuboid shape, regardless of how the map had been shifted around.
  • The elevation tool could probably be implemented differently. Maybe left-click to increase, right click to decrease? Having to move the mouse all the way to the top of the screen and back any time I accidentally raised something too high got old quickly.
  • Something like a toggle-able grid overlay would be helpful.
  • Object previews on the object screen had quite a few big "?" in there.
  • Some character settings, like initial rotation/orientation, would benefit greatly from being editable outside the "Edit Character" menu. Maybe right clicking a character to rotate it clockwise? If nothing else, being able to jump straight to a character's edit screen with a right click would be a huge improvement.
  • I'm very confused about how ground tiles actually work now.
  • Being able to rotate the map (maybe holding the scroll wheel or some other keybind) would be a wonderful addition both to the editor, and the game. You're already starting to utilize Unity's 3D capabilities, why not go all in? If they rotated as the camera did, it might even help the 2D sprites feel more natural with the rest of the graphics.

Campaign Testing:
  • I was confused when I didn't find this on the map editor screen, but instead on the campaign overview screen. I feel that having to exit the editor just to test the map you're working on would get old very, very quickly.
  • When I clicked the "Test Campaign" button, and started my test map, I got a "Very Very Long Army Name's Turn!" popup, along with the portrait of a bow-woman in the bottom left of the screen. The game then froze entirely, save music. More graceful exception recovery?



Let me know if you need more clarity on anything. If I came across as rude or cranky, it wasn't intentional. It's been a long day of testing/debugging other software for me.

 39 
 on: January 21, 2020, 06:01:14 PM 
Started by bugfartboy - Last post by bugfartboy
I have not yet, I'm afraid. It's on my to-do list, though. Back in the original TT days, I considered taking a stab at a campaign creation tool, but never got very far. (Thankfully. It would have been a train wreck.) I'm curious to see how easy to use it is. Actually, I think I might check it out tonight.

 40 
 on: January 21, 2020, 12:59:10 PM 
Started by CraigStern - Last post by CraigStern
Put together and submitted my second publisher pitch for Together in Battle. I'm not expecting anything to come of it, but at a minimum, it's good practice for talking about the game.

-- fixed: the game was sometimes checking against lists of required attributes for elements of a proc gen character when it should have been checking against lists of excluded attributes, occasionally producing characters with inconsistent characterization (e.g. religious characters who believe in no one and audibly give thanks to "no one" for their victories).

-- fixed: the new victory box auto-looting message was appearing even in maps where auto-looting was not turned on.

-- fixed: the title screen would not apply loaded music volume settings to the title screen music upon first loading up.

-- fixed: the cut scene narration "text darkener" element is now invisible whenever the background is flat black.

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