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 on: December 29, 2014, 09:01:45 PM 
Started by CraigStern - Last post by CraigStern
--fixed a bug in which enemy healers would skip their turns if set to Passive and no enemies were within maximum attack range; they now check for allies to heal as normal, regardless of how far away enemies are

 on: December 29, 2014, 06:24:05 PM 
Started by CraigStern - Last post by CraigStern
Battles currently in the game:

2--Zash and Red
5--Rescuing Meridian
6--Battle with Gunther
7--Battle with the Prison Guard
8--Bandit Fortress Entrance
9--Bandit Fortress Exterior
10-Out of Food
11-Battle with Gulch
12-Five Guardians
13-Hills of Coria
14-Coria Bridge Battle
15-Coria Dogs Entrance
16-Coria Dogs Basement
17-Battle with Ebon Raban
18-Crypt Delving
19-Rescuing Sarn Kamina
20-Battle with Archos
21-Mine Entrance
22-Battle with Malcolm

So by my count, we're now up to 22; that means I have three more battles to design!

--I just created a rough draft of battle 23.

 on: December 29, 2014, 02:47:03 PM 
Started by CraigStern - Last post by CraigStern
--put in placeholder death monologues for Naila Hashmal, Oliver Spenks, Edwin Gabbergast, Sarn Kamina, and Siripent.

--increased the effectiveness of Weakened status; it now subtracts 4 from a character's strength instead of 2.

--did some work on finalizing the defensive battle to rescue Sarn Kamina; took Cloch out of the battle so that I might give him his own battle in the mines.

 on: December 28, 2014, 07:59:37 PM 
Started by CraigStern - Last post by CraigStern
--added the character Siripent into the game

--added Siriprent and Sarn Kamina as computer-controlled allies to be rescued in the defense battle with Cloch

--created a rough draft of Harriet Glaive's solo side quest

 on: December 28, 2014, 01:22:59 PM 
Started by CraigStern - Last post by CraigStern
--created new cut scene with the lissit stowing away aboard the ship :)

--went back and tied up some loose ends with the game's character progression; scheduled learning of advanced abilities for characters who didn't have that programmed in yet, and added the Promotable tag to certain recruitable characters who didn't yet have it.

--created NPCs for $300+ Kickstarter backers; Doran Chamberlain and Annel Stormhunter.

 on: December 27, 2014, 03:44:14 PM 
Started by CraigStern - Last post by CraigStern
--integrated new mastered mixes of various musical tracks into the game

--fixed a bug that was preventing the tutorial from running

--fixed a bug that caused the tutorial to be incapable of completion

--improved the tutorials a bit with better explanations

 on: December 26, 2014, 05:39:18 PM 
Started by CraigStern - Last post by CraigStern
--you can now use the TeachAttack script action in static cut scenes, provided you delimit the affected character's first and last name with a colon. (This will only work on characters who have already appeared in at least one battle on the side of army 0.)

--added an optional parameter to FadePortrait that allows you to have portraits go transparent and then fade in instead of having them fade out.

--fixed a bug that would sometimes cause the SpawnRandomly script action to not work properly.

--ItemDrop now has a mandatory first parameter; a number between 0 and 1 that determines the minimum distance from character spawn points that the item will be forced to drop. (Higher means farther away.)

--updated the manual with documentation on FadePortrait, as well as a new lissit word.

--Charge now does 150% the amount of damage that Lance does, instead of 140%.

--updated Emma and Sabrina so they eventually learn Feint and Double Strike.

--refined draft of the Battle with Cloch, adjusted its difficulty downward somewhat.

--created new cut scene with Emma and Sabrina on the ship after Tarion appears to Emma, in which Emma learns the ability Inspire.

 on: December 26, 2014, 11:14:50 AM 
Started by CraigStern - Last post by CraigStern
--reduced the psy power of the five guardians of Coria Pass to account for the increased damage level of the elemental blasts

--added Archos into the game; created new enemies

--created rough draft of the battle with Archos

--reduced the energy cost of Motivate from 5 to 2; created new attack, Inspire, an AOE version of Motivate that Emma can learn. :)

 on: December 24, 2014, 10:58:29 PM 
Started by CraigStern - Last post by CraigStern
--updated the game's sound and music code to support multiple different swfs holding ambient sound loops and music, then split the game's existing loops into two separate swf files. (I had reached the limit on how many ambient sound loops and music tracks Flash would let me stuff into a single swf file, and would've had to make do without adding in the final boss music and new environmental loops otherwise.)

--wrote a new cut scene, spruced up and completed two other cut scenes that were in rough draft form.

 on: December 24, 2014, 01:40:38 PM 
Started by CraigStern - Last post by CraigStern
--added new environmental sound loops: beach and open sea.

--updated some of the game's tracks with new, final mastered versions; added final boss music to the game.

--added the character Malcolm Eichan to the game.

--reduced the price of kite shields from 320 aura to 250.

--gave longbows their own variant on Arced Shot: Longbow. This gets around the issue with Arced Shot being dependent on having Bow. Because longbows don't give the character Bow, this was causing longbows to not give the equipped character any attacks at all!

--increased the base strength bonus of the iron longbow from 7 to 9, and boosted the strength bonus of the recurve longbow to 13.

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