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 71 
 on: April 02, 2018, 09:04:44 PM 
Started by CraigStern - Last post by CraigStern
Today's indie dev time was devoted to working on feedback to the writer I hired to write some extra lines for generated dialogue.

 72 
 on: March 30, 2018, 01:53:58 PM 
Started by CraigStern - Last post by CraigStern
-- wrote more dialogue variations.

-- fixed a couple of dialogue-related bugs.

 73 
 on: March 29, 2018, 03:21:51 PM 
Started by CraigStern - Last post by CraigStern
-- wrote more dialogue variations.

-- when characters resign, they are now actually removed from the player's rosters, and do not appear again.

-- fixed a bug in which the game would use the wrong tic/laugh phrasing for characters in spontaneously generated dialogue.

 74 
 on: March 28, 2018, 02:44:01 PM 
Started by CraigStern - Last post by CraigStern
-- when a character says a line talking about something they like, the game now reprocesses that line so that the character says a new variant of it the next time it's chosen for dialogue.

 75 
 on: March 27, 2018, 03:13:18 PM 
Started by CraigStern - Last post by CraigStern
-- wrote new greetings, new greeting responses, and new internal variations within existing greetings/greeting responses.

-- characters are now generated with 2 greetings and 2 greeting responses (instead of just one each).

-- when a character says a greeting line or a greeting response, the game now reprocesses that line so that the character says a new variant of it the next time it's chosen for dialogue.

-- tweaked the weights of certain different types of dialogue for determining a character's dominant personality trait.

-- characters now adopt the Sad facial expression when engaged in the nighttime activity Worry.

-- created a new "Crying" facial expression, in which a character's mouth is turned down and their eyes are both shut tight.

-- fixed an issue in which characters' attack lines were not being used in determining that character's dominant personality trait.

-- fixed an issue where cleaning characters would continue to give the player low-food warnings night after night even after food stores reach 0.

 76 
 on: March 22, 2018, 02:52:32 PM 
Started by CraigStern - Last post by CraigStern
-- fixed a bug in which the stat bonuses from a character's equipment would be reapplied cumulatively with each time the player loaded a battle, leading to ridiculous bugged-out stat inflation over time.

 77 
 on: March 21, 2018, 02:18:27 PM 
Started by CraigStern - Last post by CraigStern
-- fixed a bug in which the game would sometimes throw a null error when loading a character's inventory during scene changes.

-- fixed a bug in which the game would treat Immobilized characters as if they could move normally during AI-controlled turns.

-- fixed a bug in which the AI would just skip over characters with 0 steps remaining without considering actions they could take from their present space.

-- fixed a small error in the game's math for determining if an attack hit, which could (in rare instances) result in a target with dodge of 0 dodging an attack with accuracy of 100.

-- fixed an AI oversight: in weighing the costs and benefits of a move, the AI now accounts for the fact that your characters won't counterattack when backstabbed.

-- fixed a bug in which the AI would round TargetValue tags down to 0, causing the game to never target characters with the tag.

 78 
 on: March 21, 2018, 12:40:24 PM 
Started by CraigStern - Last post by CraigStern
-- wrote new narrative variants to set up character dialogue.

-- wrote and implemented a new dialogue type: characters now approach the player directly to inform them that they need a new weapon when they Practice and their equipped weapon is at less than 35% of its uses remaining.

-- wrote and implemented a new dialogue type: resignation. If a character's morale hits -10, there is now a 30% chance that the character will approach the player to inform them that they are leaving the group.

-- characters are now more likely to rest in the evening when below 30% of their maximum Energy.

-- fixed a bug in which a character could perform the Cook activity on the same night in which the group will otherwise run out of food, putting the group's food at -2 at the end of the evening.

 79 
 on: March 20, 2018, 02:53:39 PM 
Started by CraigStern - Last post by CraigStern
-- when characters approach the player directly at nighttime, it's now presented as dialogue and prefaced by the character's approach phrase.

 80 
 on: March 19, 2018, 03:36:25 PM 
Started by CraigStern - Last post by CraigStern
-- received new variant tree graphics, added them into the game.

-- the game now allows personalized hobby activities to occur at night involving multiple characters, provided that they have met one another before and don't dislike one another.

-- the "low food warning" activity is now implemented; characters performing the Clean activity when there's less than a certain days worth of food left will now approach the player directly to warn them.

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