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 91 
 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).

 92 
 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.

 93 
 on: July 12, 2017, 09:53:06 AM 
Started by CraigStern - Last post by CraigStern
--obtained new ability/motivate animations for 7 classes, plus promoted variants!

 94 
 on: July 10, 2017, 12:05:38 PM 
Started by CraigStern - Last post by CraigStern
--got the rough drafts of the first set of commissioned wall assets into the game to mess around with; adjusted the game's lighting, shaders, and "space height" parameters so that the 3D and 2D assets look like they belong together in the scene.

 95 
 on: July 07, 2017, 03:04:25 PM 
Started by CraigStern - Last post by CraigStern
--during an AI-controlled army's turn, prior to moving or attacking with a unit, the AI now actually uses items belonging to that unit which it has deemed worth using. :)

 96 
 on: July 06, 2017, 03:12:45 PM 
Started by CraigStern - Last post by CraigStern
--improved the AI algorithm for scoring healing abilities.

--the AI system now accounts for skill-imparted status effects in scoring various possible moves.

--the AI now evaluates and scores the items in a unit's inventory based on how helpful they would be for the unit to use.

 97 
 on: July 05, 2017, 03:21:39 PM 
Started by CraigStern - Last post by CraigStern
Artist feedback, artist feedback, aaaand more artist feedback.

 98 
 on: July 03, 2017, 12:02:15 PM 
Started by CraigStern - Last post by CraigStern
--the game engine now only permits a given unit to perform the Use inventory action once per turn. (This does't apply to Equip, Unequip, Give, or Drop, nor will using an item end the unit's turn; this merely prevents the player from engaging in things like Adrenaline Pill spam.) Once a unit has performed the Use Item command, all consumable items in their inventory will appear with a red tint until the unit's next turn, indicating that they cannot use them.

--fixed a bug in which using items could send the user's health or energy above maximum.

 99 
 on: June 29, 2017, 02:45:41 PM 
Started by CraigStern - Last post by CraigStern
--got finalized custom sprites for Emma and Sabrina! :)

 100 
 on: June 29, 2017, 10:24:52 AM 
Started by CraigStern - Last post by CraigStern
I don't presently have any plans to release it publicly.

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