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 on: October 22, 2019, 03:03:55 PM 
Started by CraigStern - Last post by CraigStern
-- took my first tentative steps with the PowerSprite animator tool. Went back to using individual, separate sprite sheets with consistent frame sizes for the sake of speeding up the workflow; managed to get all of the male and female axefighter sprite sheets for attack animations sliced up and turned into Unity animations for each of the cardinal directions.

 on: October 21, 2019, 03:28:25 PM 
Started by CraigStern - Last post by CraigStern
-- character physical attributes (if any) are now displayed in the character screen.

-- created a Sinister Design intro movie leading in to the title screen (that can be skipped with a left-click).

-- replaced Unity's (awful) animation system with hand-coded effects in two new areas of the engine to improve reliability.

-- incorporated a new, improved draft of the title theme into the game.

-- improved fade-out timing on the dust particle effect on the title screen.

-- wrote some new deployment lines, added facial expressions to others.

-- new script action: RemoveStatus. Removes a type of status effect from a character. Two parameters: Character Name and Status Effect Name.

-- improved mixing for the "thud" sound, created an implemented a "grab sack" sound effect, and assigned a sound effect to the Swim skill.

-- adjusted the positioning of the recruitable spriggat in the League 1 qualifier battle slightly to make it easier to avoid getting roasted right out of the gate.

-- fixed: tall reeds had fly-only passability.

-- fixed: the text overlay in battle would stop showing up for multiple consecutive instances of the same skill.

-- fixed: the Talkable status effect would remain on the recruitable spriggat in the League 1 qualifier battle even after talking to her.

-- fixed: reports were broken by the text animation update.

-- fixed: the game wouldn't let you target Create skills on bridge tiles.

 on: October 18, 2019, 12:38:41 PM 
Started by CraigStern - Last post by CraigStern
-- added the latest draft of Ryan Richko's new theme music to the title screen!

-- created a new "Thud" sound effect, applied when characters collide, fall, or are shoved or thrown onto regular terrain tiles.

-- a dialogue reply can now have a skill or item associated with it by including -SKILL:x- or -ITEM:x- in the reply text (where 'x' is the skill name or item name). This causes a button of the appropriate type, complete with a mouseover tooltip explaining what the skill or item does, to appear next to that reply.

 on: October 17, 2019, 01:53:45 PM 
Started by CraigStern - Last post by CraigStern
All right, to heck with it--giant progress dump incoming! :)

-- prettied up the title screen with the game's new logo, as well blowing dust animations across the bottom and animated "sparkles" on the logo.

-- finished coding unit-by-unit AI decision-making mode (i.e. the way it used to work in Telepath Tactics). To avoid slowing the game down, the game turns to this decision-making mode automatically so long as more than 8 enemies remain on the field to make decisions for, but then reverts to the smarter consider-all-moves-for-everyone mode once it's worked through the list enough that eight or fewer units remain to move.

-- doubled the speed of fade-in and fade-out scene transition animations.

-- reduced the programmed delay after enemies finish moving from 3 seconds down to half a second, and the delay after enemies rotate from half a second to one-fifth of a second. This speeds up larger battles considerably without sacrificing comprehension of what the AI is doing by too much.

-- there is now an individualized Staff item graphic and Staff attack skill.

-- the Practice Staff weapon can now be used only by characters with a melee weapon mastery of some kind.

-- the steps number and path arrows that appear over move tiles when mousing over a destination are now always displays on top of whatever may appear in the space, be it tile geometry or destructible objects.

-- animated bars (for health, energy, experience, and morale) appearing over characters in battle are now organized in a fashion similar to the bars in cut scenes, ensuring that they are labeled with icons and won't overlap one another.

-- the in-battle terrain inspector now displays bonuses or penalties to stats from destructible objects on the space, not just modifiers from the type of terrain tile.

-- different terrain tiles now have different "impact sounds" assigned to them. When a character is shoved or thrown onto a space, the game plays the appropriate impact sound (e.g. a "splash" when into water).

-- the game now recognizes different rosters assigned to different armies in a given battle. Assigning different rosters to different armies now supported in the map editor interface, and the map editor itself correctly loads and saves this data.

-- two-unit camp activity narrations now support requirements and exclusions for the secondary character.

-- wrote a new Naysay solo narration in which the character hurts their own morale (instead of everyone else's). The chance of a Pessimistic character hurting group morale via the Naysay action has been reduced to close to 25%.

-- changed the wording in the deployment screen so it refers to "characters," not "units."

-- created a temporary scene expressly alerting the player that they've reached the end of the demo.

-- when you give equipment to a character in the reserve supplies screen and close out of the screen without equipping it, the game will now track those items and ask you if you want to auto-equip them. If you select Yes, the game will then automatically equip all new items given to that character.

-- in the reserve supplies screen, mousing over units with no equipment masteries will now expressly tell you that they possess no masteries instead of displaying "Can use:" followed by blank space.

-- wrote a new life skill: toymaker, with the camp activity Make Toy (a 6-part project in which the character gradually constructs a wooden doll with articulating limbs that can be sold for aura).

-- mechanically identical life skills distinguishable only by their flavor (such as Farmer and Gardener, or Professor and Historian) have been consolidated, leveling out the likelihood of any given life skill being chosen from a mechanics standpoint.

-- socioeconomic classes attached to different life skills can now vary somewhat.

-- fixed: the game was spraying water particles when a character was shoved or thrown onto a bridge tile above water.

-- fixed: the game would erroneously tell the player that food they purchased appears in the reserve supplies--the game now tells the player to look for it in the info bar in the top-left of the screen.

-- fixed: the game was tracking total units spawned from roster across all armies, rather than on a per-army basis.

-- fixed: multiplayer units weren't being added to the Multiplayer directory upon the directory's creation.

-- fixed: multiple instances of the same unit would become "entangled" in the game logic, causing all kinds of weird errors.

-- fixed: the game was running OnLoaded dialogue upon reloading a mid-battle save.

-- fixed: the game was reapplying certain "start of battle only" conditions upon reloading a mid-battle save, such as Go First, Fatigue or Recover.

-- fixed: the game was not saving the current turn correctly for mid-battle saves in battles with a Go First condition.

-- fixed: when proceeding to a non-savable scene, the game would instead attempt to reload the current scene.

-- fixed: rosters would not accept characters that already existed in other rosters.

Also, acquired the PowerSprite animation asset. I hope to use it to fill in gaps on remaining character animations starting tomorrow.

 on: October 10, 2019, 06:55:56 AM 
Started by CraigStern - Last post by CraigStern
Update: GoDaddy (the site's host) screwed up the PHP database for these forums a bit, so I've been holding off making new posts until it's fixed. Rest assured, however: I'm continuing to work on the game! :)

 on: September 28, 2019, 02:18:00 PM 
Started by CraigStern - Last post by CraigStern
-- tweaked the value of more aggressive long-term AI moves upwards about 25% to shut down edge cases where enemies would retreat without justification.

-- fixed: the AI controller would sometimes be initiated twice at the start of a computer player's turn, causing two enemy character moves to overlap.

-- fixed: at the end of battle, the game would fail to remove temporary status effects from the correct version of characters, leading them to still have those status effects in the next scene.

-- fixed: you could manually drag-pan the camera around during an AI turn or in the middle of a character attack.

-- fixed some outdated code that was making it impossible to drag-pan the screen (or to screen-edge pan it) after entering most menus in battle.

 on: September 27, 2019, 03:19:21 PM 
Started by CraigStern - Last post by CraigStern
-- dialogue reply boxes now highlight when you mouse over them. This makes it a lot easier to ensure you've clicked the correct reply in a dialogue tree.

-- created a tutorial in the League 1 Qualifier battle that explains the Talk action.

-- the game no longer issues status effect pop-ups when a character dies from an attack.

-- fixed: the game would just end after you beat the League 1 Qualifier battle. (Oops.)

-- fixed: the game wasn't stepping status effects on the AI turn until after it had planned its moves, leading it to skip turns for characters whose turn-skip-necessitating status effects ended that turn.

-- fixed a portrait alignment issue caused by Unity changing layer coordinates when I moved all the portrait layers into an empty holder object.

 on: September 26, 2019, 02:29:27 PM 
Started by CraigStern - Last post by CraigStern
Feeling a little burnt out, tbh, but I'm forcing myself to push forward anyway!

-- made Psy Healers more useful/competitive with gasul by granting them Mind Blast as a starting skill.

-- added defensive terrain to Battle on Sandy Isles, Battle at the Grassy Mesas, and the League 1 Qualifier battle.

-- increased the value of the Royal Chest contents in Battle on Sandy Isles and made the battle give significantly more money upon victory to assist with hiring new characters in advance of the league 1 qualifier.

-- the game now supports forced group activities at camp that then force an individual follow-up activity afterwards.

-- when you throw a gathering at camp and there are at least two characters in the roster, the game now uses this to force the Talk activity for all characters as a follow-up activity afterwards. This makes the Gathering much more useful (and also more narratively interesting).

-- wrote a couple of new variations for the Gathering camp activity narration, and spruced up the "personality-less" greeting response dialogue variants a bit to make them more interesting.

-- created a new mood type: Annoyed. Annoyed characters will Clean, Practice, or Rest, but won't Talk to other characters or engage in their hobbies.

-- fixed: the game would incorrectly return no viable talk partners for the second-to-last character in the camp activities turn order, as though they were the last such character. This was causing Talk activities to occur a good deal more rarely than intended (particularly with small teams).

 on: September 25, 2019, 03:13:27 PM 
Started by CraigStern - Last post by CraigStern
-- added defensive grass/reeds to Battle at the Oasis and Battle at the Dry Mounds.

-- added a "terrain effects" tutorial to Battle at the Oasis.

-- fixed: if you clicked a character in recruitment, changed the page, and then hit the Hire button, it would make the portrait in that character's spot on the current page disappear.

 on: September 24, 2019, 02:40:08 PM 
Started by CraigStern - Last post by CraigStern
Officially retained a logo artist!

-- received new cut scene background: Psy Academy Professor's Office. Integrated it into the game.

-- new camp event scripted where two characters come to the player to resolve an argument.

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