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 81 
 on: February 24, 2017, 01:45:50 PM 
Started by CraigStern - Last post by CraigStern
-the SetStatByVal and SetStatByStr actions are now working. (I won't be adding SetStatByStat back in, as it introduces potential for people to try to set int stats by string stats, and vice versa.)

-SetString now permits you to use commas within the second parameter without screwing everything up! (Just...don't use -STR:- with a string containing commas in the second parameter within the parameter of another action. It'll end badly.)

-screen-edge panning is now working in the game.

 82 
 on: February 24, 2017, 09:28:26 AM 
Started by CraigStern - Last post by CraigStern
-the SetStat, SetValByStat, and SetStrByStat actions are now working. (Note that I'm not adding the -STAT:- special character to the new engine; you'll wanna use SetValByStat and -VAL:- instead, or SetStrByStat and -STR:-.)

Supported integer stats in SetStat are now:

Army (0 for the player, 1 for the default enemy army)
Coords (y and x, delimited by a colon)
Level
PromotionLevels
(levels "lost" from a prior promotion--used in experience scaling and such)
Experience
Aptitude
(subtracted directly from the experience needed to level; 100 - Aptitude = Exp Needed)
Stat Gain (number of stats that improve on level-up; it's 2 by default)
Morale
Damage
Drain
Steps Taken
Counters Used
Reflexes Used
Pushable
(1 means it's pushable; 0 means it isn't)
Health
Energy
Strength
Psy
Speed
Max Steps
Dodge
Accuracy
Counter Limit
Perception
Reflexes
Pierce Res.
Slash Res.
Crush Res.
Mental Res.
Heat Res.
Cold Res.
Shadow Res.
Light Res.
Poison Res.
Appetite


Supported integer stats in SetValByStat are the same, except for Coords--instead, you get Y Coord and X Coord separately. (You can also get Elev.)

Supported string stats in SetStat are now:

Name (first and last delimited with a colon)
Class
Race
Sex
Sexual Preference
Move Type
Facing
(Up, Down, Left, or Right)
Default Expression (the type of facial expression used by default for a character with a generated portrait)

Supported string stats in SetStrByStat are the same, but you can also get Default Move Type (ignores temporary changes to the character's move type, such as Swimming or changes wrought by the Heavy or Levitating status effects).

 83 
 on: February 23, 2017, 02:25:57 PM 
Started by CraigStern - Last post by CraigStern
- Create skills are now limited to targeting appropriate terrain based upon whether they create bridges or not.

- bridges now work properly (though I'll need to create specialized 3D assets for them--along with walls, doors, and fences--at a later date).

-the game now saves and loads custom integer and custom string variables.

-the SetVal, SetValByVal, SetString, and SetStringByString actions are now working.

- the -VAL:- and -STR:- special characters are now working.

 84 
 on: February 22, 2017, 04:01:54 PM 
Started by CraigStern - Last post by CraigStern
-characters can now give items in their inventory to adjacent characters.

 85 
 on: February 21, 2017, 01:35:52 PM 
Started by CraigStern - Last post by CraigStern
-using consumable items in the character screen now works.

-dropping items from the character screen now works.

-the new item interaction UI now has tooltips for the Use/Equip/Unequip, Give, Drop, and Cancel buttons.

 86 
 on: February 19, 2017, 08:44:32 PM 
Started by CraigStern - Last post by CraigStern
-got the item interaction UI designed and partially working in the character screen.

-equipping and unequipping items in the character screen now works.

Oooh, shiny. Is this going to be a "Director's Cut" update to TT, or are you going to do a new release (possibly with some more stuff)?

Why just one? ;)

Also, are you considering multiplayer using Unity's networking functionality? It'd probably be a pretty big headache, but may get more people interested compared to hotseat...

If my experiences with Telepath Tactics taught me anything, it's that there are way more people interested in the breadth and depth of single player content available in my games than there are people concerned about multiplayer--and I can make a whole lot of good single player content with the time and resources that multiplayer would require. So the choice is pretty easy: I'm focusing on single player for the foreseeable future.

 87 
 on: February 19, 2017, 04:16:41 AM 
Started by CraigStern - Last post by Zetor
Oooh, shiny. Is this going to be a "Director's Cut" update to TT, or are you going to do a new release (possibly with some more stuff)?

Also, are you considering multiplayer using Unity's networking functionality? It'd probably be a pretty big headache, but may get more people interested compared to hotseat...

 88 
 on: February 18, 2017, 07:56:01 PM 
Started by CraigStern - Last post by CraigStern
-laid the groundwork for army-specific info and alliances.

-characters now have stat proficiencies sprinkled in with their skill progressions.

-skills progressions now continue beyond promotion, with characters continuing to learn new stuff until they reach level 10 post-promotion.

 89 
 on: February 17, 2017, 04:08:05 PM 
Started by CraigStern - Last post by CraigStern
-characters now sometimes offer commentary when building structures or healing one another.

-attack accuracy is now displayed in targeting reticles.

-single space parabola animation added to the game for 1-space Leap usage.

 90 
 on: February 16, 2017, 04:08:30 PM 
Started by CraigStern - Last post by CraigStern
-added the Aptitude character stat to the engine; it's subtracted directly from 100 to determine the experience needed for a character to level up. (Aptitude is 0 for most characters.)

-added the Stat Gain character stat to the engine; it determines how many stats are chosen to improve upon level-up. (Stat Gain is 2 for most characters.)

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