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 81 
 on: August 16, 2017, 01:25:10 PM 
Started by CraigStern - Last post by CraigStern
I've made some last-minute arrangements to exhibit True Messiah at PAX West! This turned out to be way more time-consuming and difficult than I wanted it to be, but what can ya do. I also posted a job listing seeking 3D modelers to replace the dude who bailed.

--programmed shadowling portrait generation, now determining placement data for all facial features

 82 
 on: August 11, 2017, 02:32:53 PM 
Started by CraigStern - Last post by CraigStern
-- the game now generates a list of nighttime activities each character can perform, complete with modifiers based on personality and life background

 83 
 on: August 10, 2017, 03:33:13 PM 
Started by CraigStern - Last post by CraigStern
A bit of a setback; the 3D modeller who was working on the 3D walls, bridges, doors, etc. has backed out due to family problems. I'll need to procure a replacement.

 84 
 on: August 09, 2017, 03:40:56 PM 
Started by CraigStern - Last post by CraigStern
-- fixed some more bugs
-- improved the feel of screen-edge panning

 85 
 on: August 02, 2017, 02:31:13 PM 
Started by CraigStern - Last post by CraigStern
Managed to find time to fix a few bugs and reconfigure the game's skill buttons so as to get around Unity's baffling inability to consistently display mouseover tooltips in the right place.

 86 
 on: July 25, 2017, 10:04:49 AM 
Started by CraigStern - Last post by CraigStern
Spent the last couple of days of last week tackling my IndieRPGs.com backlog--work's pretty nuts this week, so there may not be much to report until next week. Still, an AI test I performed on Saturday went well! I should be able to start tackling the long-distance planning part of the AI soon.

 87 
 on: July 19, 2017, 03:52:03 PM 
Started by CraigStern - Last post by CraigStern
--fixed an issue in which AOE attacks launched by the AI did not rotate their reticles appropriately.

--fixed an issue that was interfering with calculating the value of knockback destinations for the AI.

 88 
 on: July 18, 2017, 03:02:07 PM 
Started by CraigStern - Last post by CraigStern
Got the rough drafts of commissioned castle wall assets; gave feedback on those, as well as shadowling portrait assets and initial drafts of a new musical track.

--when calculating base target values, the AI engine now looks ahead to determine if enemies are going to die on their own on the next turn via environmental effects, status effects, or a combination of the two. If so, the AI will drop that target's base value to 0 so that it doesn't waste actions on attacking that character.

 89 
 on: July 17, 2017, 03:47:24 PM 
Started by CraigStern - Last post by CraigStern
--the AI now accounts for the potential environmental damage resulting from a knockback move, comparing it to the environmental damage the target is already due to take next turn on its current space.

--the AI now accounts for whether an attack will draw a counterattack, and factors in the amount of damage the unit will receive in the process.

--improved the algorithm so that it disregards a target's inherent value for purposes of scoring a move if the skill it's checking won't actually do anything useful to the target (i.e. won't damage it, cause environmental damage, or at least impart a status effect).

 90 
 on: July 13, 2017, 02:30:53 PM 
Started by CraigStern - Last post by CraigStern
--the AI now makes a rudimentary check to determine, roughly, how much potential damage it's exposing itself to by moving to a space, then factors that in when deciding how much it wants to make a given move.

--improved the formula the AI uses when taking attack accuracy into account when deciding on a move.

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