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 91 
 on: May 03, 2018, 01:27:25 PM 
Started by CraigStern - Last post by CraigStern
-- added buttons to the campaign editor page linking to the Map Editor and Character Creator.

-- the character editor now has a window where you assign the character their starting skills, masteries, and tags, as well as their progression in skills, masteries, and tags as they reach particular levels. (There is a button to generate these things procedurally to get you started with an example for a unit of that class and level.)

-- the character editor now has a button to randomly generate a name on the character naming screen.

-- updated the "step backwards" function in the character creator to accommodate all the new windows. The game now tracks when you go backwards and update a character's class, species, or gender, then sets a flag to generate a new, appropriate portrait upon your return to the portrait window; but otherwise, it will leave your chosen portrait alone after you set one.

 92 
 on: May 02, 2018, 12:50:03 PM 
Started by CraigStern - Last post by CraigStern
-- you can now select a default facial expression for your character in a sub-window of the portrait editor. (Mousing over each expression preview for you what it'll look like in the current portrait.)

-- began working on a new "campaign editor" scene. You can now create a new campaign and name it, and the game will create a subdirectory with that name within Documents\My Games\Telepath Tourney\Custom Campaigns. (Needless to say, this will be where the game stores the characters and maps you create for said campaign)

-- fixed some of the portrait scaling and positioning data for female hair type 13, which wasn't quite lining up with the scalp line of certain female human head shapes.

-- adjusted the chances of having a growth greater than 1 in randomly chosen supplemental growths.

 93 
 on: May 01, 2018, 02:29:08 PM 
Started by CraigStern - Last post by CraigStern
-- the character editor now has a window where you assign the character stat growths. Stat growths are selected at random based on the character's chosen class, and can be re-rolled or individually adjusted to taste.

-- the character editor now has a window where you assign the character their starting stats. Stat growths are generated deterministically as of level 1, based on the character's growths and the character's chosen class, and can then be individually adjusted to taste.

-- fixed a typo that was preventing generated characters from getting supplemental growths in randomly chosen stats.

 94 
 on: April 30, 2018, 03:33:57 PM 
Started by CraigStern - Last post by CraigStern
-- made some more improvements to the character editor: the escape key now kicks you back to the previous window in case you want to make changes; the portrait screen now has a randomizer button, and tells you how many variants there are for each feature.

-- the character editor now has a screen where you give the character a first and last name.

 95 
 on: April 27, 2018, 02:44:00 PM 
Started by CraigStern - Last post by CraigStern
-- did a bunch of grunt work on portrait customization; the game now converts portrait IDs into numerals that can be stepped up and down via arrows; it also has a built-in check to ensure the numbers are constrained to only represent existing assets. The arrows can now be clicked, and the portrait will refresh with the appropriate assets.

-- when swapping out assets in the portrait editor, the game automagically repositions the portrait elements to match the new selection!

 96 
 on: April 26, 2018, 03:08:12 PM 
Started by CraigStern - Last post by CraigStern
-- created the beginnings of an in-game character creator; you can now select a species, class, and gender, and get taken to a screen with an appropriate, procedurally generated portrait for you to edit the parameters of. (The actual editing part is not complete yet.)


Okay, so there aren't any specific abilities or features related specifically to race, you can just manually create a unit with those features? So if I desired a unit like Socrates there, I would need to manually design him, rather than just ask the engine for a Spriggat of class Swordsman?

I know you've said that the new engine requires graphics to be built into it (I'm guessing at compile time?). Does that same limitation extend to two-dimensional graphics as well? (Character and item sprites, being the big ones)

There are abilities and features that are related to race in a design sense--but none that are hard-coded into the engine as such. That said, those design features are hard-coded into the procedural character generation algorithm.

At the moment, I'm not sure if I'm going to be able to support custom sprites in the new engine. This remains a big question mark, as Unity generally requires graphical assets to be baked in at compile time.

 97 
 on: April 26, 2018, 11:13:28 AM 
Started by CraigStern - Last post by bugfartboy
Okay, so there aren't any specific abilities or features related specifically to race, you can just manually create a unit with those features? So if I desired a unit like Socrates there, I would need to manually design him, rather than just ask the engine for a Spriggat of class Swordsman?

I know you've said that the new engine requires graphics to be built into it (I'm guessing at compile time?). Does that same limitation extend to two-dimensional graphics as well? (Character and item sprites, being the big ones)

 98 
 on: April 26, 2018, 07:05:42 AM 
Started by CraigStern - Last post by CraigStern
What's the extent of the separation between species and class with regards to abilities and resistances/weaknesses? Would, for example, a red spriggat swords(wo)man still be able to breathe fire and maintain a weakness to piercing damage?

Yes!

Note that the game won't randomly generate non-human swordsmen due to the limitations of our available 2D sprite animations--but there's nothing stopping you from creating a custom character like that by hand, as long as you don't mind the character not appearing to have (or use) a sword in its onscreen representation!

If you wrote a custom character with those characteristics in PremadeUnits.xml, then it might look like this:

Code: [Select]
<u category="character" is3D="false" name="Socrates/Sunblade" loadID="Socrates/Sunblade" spriteSet="SpriggatRed_Male" portrait="Custom:Species,Spriggat/Gender,Male/Class,Swordsman/SkinPalette,0/EyePalette,0/HairPalette,0/Head,head1/HairHorns,horn7L(-57_134_0.29)/HairHorns2,horn7R(-7_138_0.32)/EyeL,eye2L(-50_72_1.0)/EyeR,eye2R(-24_72_1.0)/Nose,nose1(-43_56_1.0)/Mouth,mouth4(-32_36.2_1.0)" race="Spriggat" sex="Male" charClass="Swordsman" moveType="Flying" defaultSkillAnim="Claw" skills="Fire Breath" counterAttacks="Sword" masteries="Sword/Main Gauche/Small Shield" stats="Health,21/Energy,12/Speed,7/Strength,3/Counter Limit,1/Perception,6/Psy,8/Pierce Res.,-40/Heat Res.,50/Cold Res.,-25" statGrowths="Health,4/Energy,3/Strength,4/Psy,2/Pierce Res.,1/Slash Res.,1/Dodge,1" skillProgression="2,Shove/3,Feint/4,Pull/6,Fire Breath 2/8,Wing Armor Mastery/10,Rapier Mastery/12,Double Strike/14,Light Armor Mastery/16,Dive"></u>
Note that the class parameter in the portrait attribute doesn't actually change anything for non-human, non-lissit portraits, as there aren't alternate outfits for these species.

Also note that swordsmen usually start with Light Armor Mastery and attain Medium Armor Mastery at some point--but for Socrates here, I've chosen to delay light armor and remove medium armor entirely to offset his mobility advantage, and also because it'd probably be just plain difficult to fly with anything but the lightest of armor on! :)

 99 
 on: April 25, 2018, 03:46:48 PM 
Started by CraigStern - Last post by bugfartboy
What's the extent of the separation between species and class with regards to abilities and resistances/weaknesses? Would, for example, a red spriggat swords(wo)man still be able to breathe fire and maintain a weakness to piercing damage?

 100 
 on: April 25, 2018, 02:40:55 PM 
Started by CraigStern - Last post by CraigStern
-- finished writing unique victory barks for the entire cast of Telepath Tactics characters.

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