The Sinister Design Forums

Please login or register.

Login with username, password and session length
Advanced search  


Welcome to the new Sinister Design forums!

Pages: 1 ... 3 4 [5] 6 7 ... 10
 on: July 17, 2019, 02:21:25 PM 
Started by CraigStern - Last post by CraigStern
Officially hired an artist to create box art for the game! (Not that it's likely to end up physically printed with any sort of box to speak of...)

-- improved the recruitment interface! Character stats are now represented by their symbols instead of by rows and rows of just text. Instead of instantly hiring them, clicking a recruit now causes their stats to remain onscreen even after you mouse off the portrait; you can then mouse over stat icons for explanations of what each stat does. Moreover, clicking a recruit causes a "Recruit Character" button to appear; clicking the button is what now hires the character, eliminating accidental recruitment via mis-clicks.

 on: July 16, 2019, 03:21:34 PM 
Started by CraigStern - Last post by CraigStern
-- big UI feature added: move-and-attack! If one of your characters is selected and you shift-click a character not belonging to your army (or a destructible object), the game will now check to see if the unit you shift-clicked is within move-and-attack range for your character using their 1-slot skill (the one furthest to the left on the Actions Bar). If it is, then the game will choose a spot your character can attack from with that skill, then move the character there, auto-select the skill, and display the skill's reticles.

-- the game now displays the Sword cursor when you've got Shift held down and are mousing over a unit, indicating that you can click to initiate a move-and-attack command.

-- fixed a pretty nasty bug with mid-battle saves. The game was saving all units present on the battlefield as well as all the units who were not present; but upon reloading a mid-battle save, the game would only reload those characters who were present on the battlefield! If the game was then saved again, this would result in all non-deployed characters vanishing from the game going forward.

 on: July 15, 2019, 03:14:25 PM 
Started by CraigStern - Last post by CraigStern
-- reduced the default character recovery rate while resting in camp from 25% to 20%.

-- in the main campaign, every non-Wounded character now recovers 5% of their Health and Energy per night whether they rest or not.

-- the Recovery script and condition now ensure that when the recovery value is greater than 0, each character gains a minimum of 1 point in the chosen stat (or, alternatively, when the recovery value is less than 0, that each character loses at least 1 point in the chosen stat). This will keep characters with low maximum health or energy from recovering nothing at all at low recovery percentages.

-- tweaked the AI algorithm to give somewhat greater priority to moves that involve backstabbing targets who could otherwise counterattack.

-- fixed an annoying formatting issue that caused the range text for multi-range attacks to cut off within skill tooltips.

-- fixed a dumb bug in which the game would momentarily overshoot while tallying up the player's score in the Victory screen at the end of battle.

-- fixed a particularly annoying bug in which the game would outright ignore it when you clicked the mouse on a unit if the cursor were positioned within a narrow area situated at the character's feet.

 on: July 14, 2019, 06:39:12 PM 
Started by CraigStern - Last post by CraigStern
-- when trying to load a scene that doesn't exist, the game now returns to the title screen instead of getting stuck on the current scene.

-- the dialogue editor now checks for duplicate Conv IDs and Script names when exiting the dialogue editor; if it finds any, it now pops up a warning and gives you a chance to go fix the issue.

 on: July 13, 2019, 11:27:59 AM 
Started by CraigStern - Last post by CraigStern
-- new script action: SelectUnit. One parameter: (1) character name. Behaves as though the player had left-clicked the character in question.

-- new script action: RemoveUnitAt. Four parameters: (1) Y coordinate, (2) X coordinate, (3) treat removal as unit death? (boolean), and (4) specify category of unit to remove from space (character, object, bridge). If the category parameter is left blank, the game will simply remove the top unit on the space (characters first, then objects, then bridge tiles).

-- new script action: RemovePortrait. One parameter: (1) portrait name. Looks for the portrait assigned that portrait name and removes it.

-- new condition and script action: Recover. In any case, three parameters: (1) army number; (2) health recovery as a proportion of each unit's max health (decimal between 0 and 1); (3) energy recovery as a proportion of each unit's max energy (decimal between 0 and 1).

-- Recover and Fatigue conditions both now work in cut scenes, but they affect by roster instead of by army.

-- the AddCondition script now works with Recover and Fatigue conditions (including in Cut Scenes).

-- fixed: because the action runner now pauses while waiting for scripted character movement and would only unpause if a character stopped moving and no one else was still moving, it resulted in the action runner never unpausing its action execution if two or more units both underwent scripted movement and reached their destinations simultaneously.

-- fixed: setting a mover's animation state to Rest in the direction they were last facing should have happened immediately upon finishing moving, but instead it happened after running any unpaused actions, effectively overwriting any FaceUnit actions that were queued up to occur after MoveUnit.

-- cleaned up a bunch of scripting in some of the earliest scenes of Telepath Tactics to fit changes made in the new engine. The old campaign is now playable through to the end of the battle with Zash and Red.

 on: July 12, 2019, 03:33:42 PM 
Started by CraigStern - Last post by CraigStern
-- the game now hides the dialogue screen and pauses execution of remaining queued up script actions while characters perform MoveUnit and MoveUnitBy actions. (Specifically, it pauses after the last such action executed in a batch so that multiple characters can be scripted to move simultaneously.)

-- the game no longer displays tooltips for bridge chunks spawned on land tiles (which exist in many maps for aesthetic reasons).

-- new, optional fourth parameter on the MoveUnit action: second character name. If you name a character on the battlefield, the unit you're moving will move to the closest adjacent space relative to the second named character.

-- created new "move-and-attack" cursor graphic. Set it up in the game so it can be called as a new cursor at runtime.

-- fixed: if you saved mid-battle and non-repeatable dialogue with a blank Conv ID had previously triggered, upon reloading, every dialogue without a Conv ID would be removed. For non-repeatable dialogue with a blank Conv ID, the game now stores it (and removes it) by its trigger and trigger params instead.

-- fixed: right-clicking a character and having them use an item would not result in the game treating that character as selected if they weren't already, but it would change the contents of the Actions Bar as though the character was selected.

-- fixed: transitioning directly from one save-enabled battle scene to another without an army having attained victory would result in the game misinterpreting the save as a mid-battle save, essentially trapping the game into the current scene forever.

 on: July 11, 2019, 03:03:03 PM 
Started by CraigStern - Last post by CraigStern
-- the game now auto-creates Multiplayer as a custom campaign directory with the default multiplayer maps inside of it when you first run the game. (Because it's a custom campaign, they're all fully moddable!)

-- created a new 2-player multiplayer map: Doublebridge!

-- created a single-player variant of Doublebridge as the first League 1 battle in the main campaign.

-- updated the main campaign so it acknowledges when you've advanced to League 1; wrote new Arena dialogue introducing League 1 and Doublebridge.

-- reapportioned items from the "universally available" list to the individual campaigns lists to give greater control over which items spawn in which campaigns. (And in particular, to better control the contents of random item drops in Multiplayer.)

-- the game no longer displays step counts when mousing over move tiles in exploration mode, as character movement is unlimited; it now instead displays the sprite corresponding to the character's move type.

-- in exploration mode, the blue boxes in the move tiles are now invisible, making it feel like much more of a natural point-and-click movement experience.

-- after you click to move in exploration mode, the game camera now auto-pans to center on the destination so you don't have to constantly finagle the camera.

-- when you click on a character who isn't in your army while in exploration mode, instead of displaying orange movement tiles, the game now has your selected unit walk over to the closest space adjacent to that character. If they're already adjacent, the game will check if the selected character can initiate an OnTalk-triggered dialogue with the clicked character--if so, the game will automatically initiate said dialogue.

-- the game can now be toggled dynamically between combat mode and exploration mode using the AddCondition and RemoveCondition script actions.

-- fixed: the stats window in the Character Creator was missing the Perception stat.

-- fixed window positioning in a couple of submenus in the map editor.

-- fixed: you could end the turn while in exploration mode.

-- fixed: the game would apply normal post-usage behaviors to skills used while in exploration mode, resulting in characters becoming unusable after using an End Turn skill.

 on: July 10, 2019, 11:24:48 AM 
Started by CraigStern - Last post by CraigStern
-- finished up the Little Lava Cave multiplayer map using the new Cave tiles.

-- recreated the River of Fire multiplayer map in the new engine.

-- created generic Swordsman, Kineticist, Crossbowman, Engineer, Stone Golem, and Dark Spriggat characters for use with the multiplayer maps.

-- created a default roster for the above characters, along with a basic menu that lets you choose a map to play, in the Introduction scene for the Multiplayer "campaign."

-- in the Character Creator, the game now warns you when you have unsaved changes and you click New Character, Generate Character, or Load Character. If the current character is complete, the game will auto-save it for you before proceeding; if not, you'll be given the choice of abandoning your character or not.

-- fixed: the game could produce a null error when using the Generate Stats for Level window in the character editor.

-- fixed: the Character Generator would fail to generate a sprite set for generic golem characters.

-- fixed a graphical blemish on the generic male Kineticist portrait.

-- fixed: damage dealt to characters in allied armies was counted towards your Damage Dealt for scoring at the end of battle.

-- fixed: it was possible to erase Damage Taken (or even end up with negative Damage Taken!) on the scoring screen at the end of battle through healing one's characters.

 on: July 09, 2019, 03:08:04 PM 
Started by CraigStern - Last post by CraigStern
-- finally settled on a name for this new game: Together in Battle!

-- grabbed the URL for the game's name.

-- drew up a contract for the game's box art with an artist I found on DeviantArt.

-- created all the directional variants for the single-width cliff face Cave tiles; created all the chasm, water, and lava transitional variants, and created all remaining tile data for the set.

-- commissioned sandstone (i.e. desert) texture variants on the existing Street and Cave tilesets.

-- new dialogue trigger: OnSkillSelected. This is an updated version of the old OnAttackSelect trigger. It has 3 parameters, any of which can be replaced by -ANY-: (1) skill name, (2) army number, and (3) character name. Dialogue will be triggered when the skill is selected by the named character on the specified army.

-- new script action: ClearSkills. This is like RemoveSkill, but it removes every natural skill the unit possesses. One parameter: unit name.

-- the game now implements the Exploration Mode condition, preventing the player turn box from showing up in battle, treating all units as movement 12, and never taking away steps from characters after they move.

-- weather effects now have different 3D start rotation to better match the camera perspective.

-- fixed: it was possible to see the "edges" of the weather effect area. Weather effects are now tied to the camera so they remain consistent regardless of map dimensions.

-- fixed a graphical glitch involving certain of the wooden fence 3D object assets.

-- updated the scripting for the first few scenes of Telepath Tactics to fit changes made in the new engine. The old campaign is now playable through to the end of the Training tutorial scene.

 on: July 08, 2019, 01:57:46 PM 
Started by CraigStern - Last post by CraigStern
-- received, imported new single-width cliff face variants for the Cave tileset! Filled in their tile data.

-- received new cut scene background: Somnus home interior!

-- wrote some new attack bark variants.

-- the scenes overview in the campaign editor now shows little arrow icons for scenes containing a Next Scene attribute, and tells you the scene it's linked to on mouseover.

-- the skill editor now provides a visual preview of each skill's AOE pattern, generated dynamically based on the text entered.

-- the skill editor now throws an error if you try to save a skill that has no post-usage behavior (i.e. afterAtk) defined.

-- the skill editor now sets the affects field to Health  and the post-usage behavior field to End Turn automatically by default when creating a new skill.

-- fixed: the skill editor didn't have the post-usage behavior text field hooked up properly.

-- fixed a few edge cases in the game's autotiling logic.

-- fixed a bug in the game's MoveUnit and MoveUnitBy script actions that was preventing them from working correctly.

Pages: 1 ... 3 4 [5] 6 7 ... 10