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 71 
 on: February 27, 2019, 03:24:29 PM 
Started by CraigStern - Last post by CraigStern
-- created a handful of new passive abilities; the list of (not actually implemented yet) passive abilities now tops 40.

-- added a new "reqStats" attribute to passive abilities to permit passives that only take effect when the character is at a certain stat threshold (e.g. when below 50% health).

-- new script action: CompatibleUnitsToList. This creates a list containing the names of all characters who are romantically compatible with a specified character. Parameters: (1) list name, (2) character name, (3) army number/roster number (optional), and (4) ignore genes (optional).

If parameter 3 is -1, the game will check all rosters (if in a cut scene) or armies (if in battle); if not, it'll check the specified roster or army. Parameter 4 is false by default, imposing a roughly 50% chance that two characters won't find each other attractive even if they are the same species and meet one another's gender preferences--if set to true, the character will be listed as romantically compatible with every character that matches species and gender preferences.

-- fixed: the delay between queued pop-up messages on the same space would increase with each subsequent message.

-- fixed: the "Grabbed Sack!" pop-up message would appear simultaneously with pop-up messages associated with automatic-type items from within the grabbed sack.

-- fixed: the game was still displaying pop-up messages for status effects that the target was immune to (and therefore did not actually receive).

 72 
 on: February 26, 2019, 02:36:46 PM 
Started by CraigStern - Last post by CraigStern
-- created a handful of new passive abilities; added a new "category" attribute to passive abilities to determine how the engine behaves with them.

 73 
 on: February 22, 2019, 03:32:44 PM 
Started by jimmychu - Last post by CraigStern
The latter--the way that TT was coded, this feature would have been extremely difficult to add!

That said, I did a much better job structuring things in the new engine, so adding this feature there turned out to be totally doable.

 74 
 on: February 22, 2019, 03:27:22 PM 
Started by CraigStern - Last post by CraigStern
-- the game's sound manager now supports distinct global volume settings for music, sound effects, and dialogue.

-- new script action: PlayDialogue. This is exactly the same as PlaySound, except that it marks the sound effect as voice-over dialogue. The game will use the global volume setting for dialogue instead of the global volume setting for sound effects.

-- it is now possible to alter the volume of individual music and sound effects in the game programmatically; these volume changes occur relative to the associated global volume level.

-- three new script actions: SetMusicVolume, SetLoopVolume, and SetSoundVolume.

SetMusicVolume has one parameter: a float value (i.e. a decimal) between 0 and 1. Setting it to one 1 makes the current music track play at 100% of the global music volume level; setting it to 0 makes it play at 0% of the global music volume level; setting it to 0.5 makes the music play at 50% of the global level; and so on.

SetLoopVolume and SetSoundVolume behave the same way, but have two parameters: (1) the name of the sound effect to alter the volume of (as in the "Stop" actions) and (2) the volume level (as above).

-- the sound manager now supports tracks fading between volume levels over time.

-- three new script actions: FadeMusic, FadeLoop, and FadeSound.

FadeMusic has two parameters: (1) a float value (i.e. a decimal) between 0 and 1 representing the target volume to fade to, and (2) a float value representing the rate at which the music fades toward the target volume. (A rate of 1.0 is fairly slow.)

FadeLoop and FadeSound are the same, but start with an optional sound name parameter. As with the other actions, if this parameter is left blank, the game will fade all currently playing loops / one-shots toward the target volume at the specified rate.

-- the main campaign now fades out the music from camp as the calendar scene plays leading into the next day.

-- added a second music channel as a necessary precondition to support cross-fading music tracks in the future.

-- added a new "biographical details" reference to characters. Once fully implemented, this will allow me to have the game generate dialogue for them exploring various aspects of their past on the fly.

-- fixed: generated characters newly recruited via the Recruitment interface wouldn't appear in the Army Overview (or become usable in general) until after you switched scenes.

 75 
 on: February 22, 2019, 09:00:34 AM 
Started by jimmychu - Last post by DanaVid
I always wondered if this was a gameplay design decision or was it just not possible?

 76 
 on: February 21, 2019, 03:21:11 PM 
Started by CraigStern - Last post by CraigStern
-- the sound manager now has 12 distinct one-shot sound effect channels.

-- added 4 looping sound effect channels to the sound manager.

-- the sound manager now auto-assigns each one-shot sound effect and loop to the first unused channel of its type, allowing different sound effects and loops to overlap each other.

-- new script action: PlayLoop. Plays a sound effect on a loop. One parameter: the name of the sound effect to loop.

-- the sound manager now tracks which sounds are being played in which channels, allowing them to be looked up by name and affected during playback.

-- new script actions: StopMusic, StopLoop, and StopSound.

StopMusic simply stops the current music; no parameters needed.

StopLoop and StopSound each take one parameter: the name of the sound effect to stop. (If left blank, all looping/one-shot sound effects will stop playing when the respective action is called.)

-- added a tutorial about ranged attacks to the Overgrown Garden battle.

-- added a bowman to the Overgrown Garden battle, demonstrating how ranged attacks work to reinforce the tutorial (and also making the fight a little more interesting in the process).

-- moved the "scouting out enemies" tutorial to the Grabber's Grove fight, where it's more relevant.

-- changed the sorting of battle UI elements so that text overlays no longer cover over dialogue, character, reserve supplies, or level-up screens.

-- made further progress on the proper positioning of skill visual effects.

 77 
 on: February 20, 2019, 04:32:18 PM 
Started by CraigStern - Last post by CraigStern
-- the game now tries to play skill visual effects of the OnSelf and OnCenter types on their associated frames in combat.

-- created skill effect animations for Mind Blast, Mind Shield, Mind Shock, and for the final ("impact") portions of Pyro Blast, Cryo Blast, Light Blast and Shadow Blast.

-- restructured the visual effects class in order to allow visual effects to move over time and emit light onto the scene.

-- the game now marks visual effects complete after they're done animating, and removes completed visual effects from the scene.

-- worked on fixing some issues with visual effect positioning, with limited success.

 78 
 on: February 19, 2019, 04:01:14 PM 
Started by CraigStern - Last post by CraigStern
-- the engine now parses the soundAndFX attribute on skills, stores information about the sound and visual effects associated with queued attacks, then queues up said effects with their associated timing info as soon as each queued attack launches. Then, the game checks a counter for each queued-up effect on each frame.

-- the game now plays skill sound effects on their associated frames in combat.

-- the game now tries to play skill visual effects of the OnTargets type on their associated frames in combat. (Only a fraction of these are actually currently implemented, as I have to create each animation by hand.)

-- added all the old sound effects into the gameso that they can be called at runtime.

 79 
 on: February 18, 2019, 03:58:34 PM 
Started by CraigStern - Last post by CraigStern
-- on the title screen Load Game menu, the game now detects the most recently saved saved game and automatically opens to the page where that save file appears.

-- in the mid-battle Save Game menu, the game now detects the most recently used save game slot (for either saving or loading), and automatically opens to the page where that save slot appears.

-- the space selector element is now hidden during dialogue, during attacks, in between turns, and throughout AI turns.

-- during deployment, the space selector now appears only over valid deployment tiles.

-- new script action: AddReply. This adds a new reply to a specified branch of a specified dialogue tree. Three parameters: (1) Conv ID, (2) Branch Name or Number, and (3) Reply Text|Reply Type|Reply Parameters. If parameter 1 is left blank, the game will apply this action to the current dialogue tree. The vertical bars in parameter 3 will be converted into forward slashes, and whatever is typed there will be treated as a normal reply.

-- new script action: RemoveReply. This removes a specified reply from a specified branch of a specified dialogue tree. Three parameters: (1) Conv ID, (2) Branch Name or Number, and (3) Reply Number or Reply Containing Text. If parameter 1 is left blank, the game will apply this action to the current dialogue tree. If a number s not entered for Parameter 3, the game will find the first reply containing whatever text is entered as a substring.

-- the main campaign now remembers when you ask peoples' names in the Recruitment and Arena scenes, and removes the reply options allowing you to trigger the introductory name dialogue again from future interactions.

-- removed the Order Introductions button from camp; the character intros are a really important part of learning about the characters and who they are, and I wasn't satisfied with the player experience of getting to know one's characters when they were taken out of the equation.

-- the character creator now throws an error when you try to proceed with a character inventory containing more than 12 items in it, and explicitly tells you to reduce the number of items to 12 or less.

-- fixed: due to some outdated code, the game would refuse to show dummy tiles when mousing over skill buttons in the Actions Bar after a character screen had been opened and closed.

-- fixed: the title screen wasn't letting the player select a save slot for a new game beyond the first page of slots.

-- fixed: the game would display the victory screen at the same time as a level-up coinciding with the battle-winning attack, provided that that was the only level-up queued to occur at that moment.

 80 
 on: February 15, 2019, 02:22:18 PM 
Started by CraigStern - Last post by CraigStern
-- designed and implemented a "space selector" UI element that shows the space you're currently moused over at all times during your turn. This should eliminate any ambiguity about what you're about to click during your turn (and also constitutes a necessary precondition to adding in controller support).

-- removed those ugly placeholder asterisks denoting spaces you'll be moving through and replaced them with slightly less placeholder-y, less ugly directional arrows.

-- reduced the opacity of enemy move range tiles to make it easier to see your own movement tiles when they overlap.

-- fixed: cliff fill tiles weren't set as children of the battlefield in either the main game or the map editor, cluttering up the base level of unity's hierarchy whenever they were instantiated.

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