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 61 
 on: July 03, 2017, 12:02:15 PM 
Started by CraigStern - Last post by CraigStern
--the game engine now only permits a given unit to perform the Use inventory action once per turn. (This does't apply to Equip, Unequip, Give, or Drop, nor will using an item end the unit's turn; this merely prevents the player from engaging in things like Adrenaline Pill spam.) Once a unit has performed the Use Item command, all consumable items in their inventory will appear with a red tint until the unit's next turn, indicating that they cannot use them.

--fixed a bug in which using items could send the user's health or energy above maximum.

 62 
 on: June 29, 2017, 02:45:41 PM 
Started by CraigStern - Last post by CraigStern
--got finalized custom sprites for Emma and Sabrina! :)

 63 
 on: June 29, 2017, 10:24:52 AM 
Started by CraigStern - Last post by CraigStern
I don't presently have any plans to release it publicly.

 64 
 on: June 28, 2017, 06:20:47 PM 
Started by CraigStern - Last post by bugfartboy
Will The Beginner's Guide to Programming RPGs ever be released on its own?  Or will it be a well kept secret, shared only with the 17 souls who picked it during the last Telepath Tactics Kickstarter Campaign?

 65 
 on: June 28, 2017, 03:14:37 PM 
Started by CraigStern - Last post by CraigStern
--fixed an issue in which skills used by AI-controlled characters would not be properly marked as used, leading the AI to treat them as reusable.

--fixed an issue in which attacks launched against characters standing atop bridge tiles or other objects would sometimes hit the object instead of the character.

--the game now displays the portrait and skills of the current selected character in the actions menu during an AI-controlled turn.

 66 
 on: June 27, 2017, 02:45:17 PM 
Started by CraigStern - Last post by CraigStern
--fixed a few issues in the "self-move" routine.

--AI-controlled units now successfully launch attacks and end their turns, at which point the AI then generates a new next move.

 67 
 on: June 26, 2017, 03:49:16 PM 
Started by CraigStern - Last post by CraigStern
I gave the engine a test drive at a QA event over the weekend, which helpfully reminded me of a few bugs I needed to fix. I've since fixed a couple of them.

--fixed an issue where step numbers remained on the tile below an object after mousing off of the object.

--the game will no longer react if you click on (or mouse over) units, movement tiles, or attack tiles while the character screen or level-up screen are open.

--clicking on attack tiles without any valid target will no longer start an attack (instead, you'll get a "No Target!" message.)

--fixed an issue where the game would throw an error when checking for attack preemption with AOE attacks hitting empty spaces.

 68 
 on: June 23, 2017, 02:26:05 PM 
Started by CraigStern - Last post by CraigStern
Currently in the process of getting the AI to successfully move units.

--drafted a contract to bring on board a writer to help out with incidental dialogue

--gave artist feedback on drafts of custom sprites for Emma and Sabrina

--new script action working: MoveUnit.

 69 
 on: June 21, 2017, 03:31:33 PM 
Started by CraigStern - Last post by CraigStern
--more progress on the AI; the game can now survey and rank the best short-range moves for all characters in an army at a given point in time, using most relevant criteria (the only remaining criteria to account for in the heuristic: knockback and environmental damage and status effects).

--the AI has a number of constants now that can be tweaked to alter how it behaves: tolerance for risk of attacks missing, how much it cares about a skill's energy cost, priority to be given to healers as targets, general unpredictability, and so on. I hope to make use of these in order to give different AI commanders different play styles!

 70 
 on: June 14, 2017, 03:07:15 PM 
Started by CraigStern - Last post by CraigStern
Got some more work done on the AI routines. This is going to take me a while to actually complete, as I'm reworking the AI from how it was handled in Telepath Tactics to make it even smarter at its highest difficulty levels.

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