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 81 
 on: November 10, 2017, 11:47:21 AM 
Started by CraigStern - Last post by CraigStern
-- the game now tracks your current aura.

-- the game now deducts from your current aura when you recruit a character, and plays a coin jingle sound effect...or, if you lack the funds, it simply plays an "error" noise.

 82 
 on: November 09, 2017, 04:38:24 PM 
Started by CraigStern - Last post by CraigStern
-- the game now procedurally generates a recruitment price for new recruits based on an evaluation of their stats at the time of recruitment, with stats weighted differently based upon their class.

-- boosted the baseline frequency with which characters choose to talk to one another in the evenings.

-- in order to cut down on the potential for personality repetition, the game now tracks the 12 most recent personality attributes and life skills used in generating characters you've hired, and deliberately avoids using them when generating additional characters.

 83 
 on: November 08, 2017, 04:00:52 PM 
Started by CraigStern - Last post by CraigStern
-- nighttime actions can now directly impact a character's experience, health, and energy levels. (The Practice action, for example, gains a character experience; the Rest action regains health and energy.)

 84 
 on: November 08, 2017, 02:47:55 PM 
Started by CraigStern - Last post by CraigStern
-- mousing over a recruit's portrait now provides a variety of information about him or her; clicking the character now adds them to your roster of characters.

-- fixed a few remaining issues with the two-phase character generation process.

 85 
 on: November 07, 2017, 12:08:03 PM 
Started by CraigStern - Last post by CraigStern
-- got the first new musical track ("Barracks", a lovely classical guitar piece courtesy of Ryan Richko) in the game and working!

-- wrote a bunch of individualized dialogue for when characters teach a friend a new skill or proficiency.

-- characters are now generated with said dialogue.

-- wrote a new step-wise approach to character generation that permits fast generation of a half-dozen potential recruits at a time, each containing with only part of the data that would be present in a complete character--and then, upon actually recruiting one, the game completes the character generation process for that recruit.

 86 
 on: November 03, 2017, 11:46:55 AM 
Started by CraigStern - Last post by CraigStern
-- characters now have a baseClass attribute that always contains the unpromoted version of whatever class they are (e.g. a character that begins as a Swordsman will always have a base class of Swordsman no matter what it promotes into). The associated string stat can now be accessed in dialogue actions as Base Class.

-- Finished coding the method for choosing skills a character can teach another character! Skills can now have the attributes raceReq and classReq attached to them, each imposing a race or base class requirement (respectively) in order for a character to teach another character that skill. For example, the skill Dive has a raceReq of Spriggat (only spriggats can learn it), whereas the skill Fire Breath 2 has a classReq of Red Spriggat (spriggats only, but Frost Spriggats, Dark Spriggats, and Golden Spriggats won't be able to learn this one).

Aside from race and class restrictions, there are three other restrictions on which skills a character can be taught: (1) the character must have a Psy above 0 to learn a skill if the skill has a psyDmgFactor above 0; (2) if the skill has a dependsUpon, the character must have an identically named mastery in order to learn it; and (3) the character cannot possess the skill already.

 87 
 on: November 02, 2017, 03:27:18 PM 
Started by CraigStern - Last post by CraigStern
More artist feedback, more progress on unique character portraits.

-- began coding the method for determining which skills characters can teach to other characters whom they like and trust.

 88 
 on: October 31, 2017, 03:48:44 PM 
Started by CraigStern - Last post by CraigStern
-- I have now written at least 1-2 text variations for every nighttime activity in the game (and in some cases, far more).

 89 
 on: October 27, 2017, 02:51:36 PM 
Started by CraigStern - Last post by CraigStern
-- wrote text for more nighttime activities (creating art, hunting, repairing equipment, teaching history, treating wounds...) including two-character variations for certain activities where the character can invite a friend to join them.

 90 
 on: October 26, 2017, 02:13:42 PM 
Started by CraigStern - Last post by CraigStern
Submitted the game to a public playtest event happening in mid-November! I'll need to see if I can get the various systems to interact within a meaningful gameplay loop in time for this.

As part of the submission process, I took an initial stab at a succinct description of what this game is about: A tactical RPG friendship simulator. Recruit a team of characters, each one procedurally generated with their own distinct personality and dialogue; then guide them to victory through a series of turn-based battles as they grow to know, trust, and hopefully even like one another! This may change over time, but I think it's a fairly good first attempt.

-- made it so characters can gain camp activities from their "likes."

-- wrote text for a bunch more nighttime activities (drinking beer, lifting weights, playing cards, playing dice, reading a book, reading a philosophical treatise, stargazing, going for a stroll...) including two-character variations for certain activities where the character can invite a friend to join them.

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