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Author Topic: A new engine!  (Read 54858 times)

CraigStern

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Re: A new engine!
« Reply #210 on: September 07, 2017, 12:43:08 PM »

Back from PAX!

--got more work done on the Reserve Supplies screen

--wrote more dialogue
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CraigStern

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Re: A new engine!
« Reply #211 on: September 12, 2017, 03:28:37 PM »

And now back from my cousin's out-of-state wedding!

--made more progress on laying out and coding the Reserve Supplies screen
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CraigStern

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Re: A new engine!
« Reply #212 on: September 13, 2017, 04:01:24 PM »

-- fixed some issues with the loading of certain types of items from a saved game
-- made yet more progress on the Reserve Supplies screen, It has proven really complicated to code thus far, not only because of all the UI intricacies involved, but also because of the engine's support for multiple character rosters, each with their own sets of reserve supplies! This bit may simply take me a while to complete.
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CraigStern

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Re: A new engine!
« Reply #213 on: September 14, 2017, 03:49:38 PM »

-- more Reserve Supplies screen progress; I fixed some issues with the way the game was formatting stored character rosters, and I now have both the reserve items and units for a given roster displaying correctly!
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CraigStern

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Re: A new engine!
« Reply #214 on: September 18, 2017, 02:52:57 PM »

-- the game now generates characters with a sentence describing their approach when they go to talk to another character.
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CraigStern

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Re: A new engine!
« Reply #215 on: September 19, 2017, 08:35:06 AM »

-- the game now successfully generates portraits for stone golems and bronze golems. As of now, the game can officially generate portraits for every species, gender, and character class in the game. :)
« Last Edit: September 19, 2017, 12:17:56 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #216 on: September 21, 2017, 09:41:39 AM »

Gave a bunch of artist feedback on a whole slew of new, in-progress 3D assets. :)

-- characters now have a table for remembering nicknames they've adopted for other characters. (A necessary prerequisite to coding a nicknames system.)
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CraigStern

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Re: A new engine!
« Reply #217 on: September 21, 2017, 02:30:36 PM »

-- the game now successfully loads 3D objects at runtime alongside the existing 2D assets! (Note that a lot of the 3D objects in the screenshot below are untextured; this should change shortly.)
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CraigStern

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Re: A new engine!
« Reply #218 on: September 21, 2017, 03:34:19 PM »

-- the game now has a procedure for automatically substituting a nickname that a character has for a second character during conversation in lieu of the second character's ordinary name. (The special characters Char1 and Char2 will just display the character's first name, while the special characters -NAME- and -CHAR2- will use the character's nickname instead if other character has one for them.)
« Last Edit: September 22, 2017, 12:44:58 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #219 on: September 25, 2017, 03:04:32 PM »

-- the game now has a "nighttime" scene where it loads all characters, assigns them actions to take around camp in rudimentary fashion, and then goes through them one by one
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CraigStern

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Re: A new engine!
« Reply #220 on: September 26, 2017, 03:22:47 PM »

-- refined the process for determining nighttime character actions some more. Among other things, characters now become increasingly likely to choose to rest based on how low their health is, with a 100% chance of choosing to rest if their health is at or below 25%.

-- the game now pairs up characters if a character selects the nighttime activity "talk," and removes the other participant from whatever activity they would have otherwise undertaken.
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CraigStern

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Re: A new engine!
« Reply #221 on: September 29, 2017, 03:09:52 PM »

-- spent the past few days implementing dialogue (and appropriate variants on every currently implemented script action) in the new nighttime context, permitting characters to talk to one another as one of their nighttime activities. (This took so long, in part, because of some implementation challenges unique to Unity--I now know all about C# and interfaces, though!) There are still kinks to work out, but the basic functionality is now there. :)
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CraigStern

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Re: A new engine!
« Reply #222 on: October 02, 2017, 03:48:54 PM »

Gave feedback to the 3D modeler on a new round of asset drafts!
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CraigStern

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Re: A new engine!
« Reply #223 on: October 03, 2017, 03:20:32 PM »

--added a new stat that can be affected by SetStat: Morale. This works the same as other integer stats do!

--added three additional new stats that can be affected by SetStat: Familiarity, Friendship, and Romance. These stats operate a little differently from other stats since they have differing values applying to various other characters. Because the value depends on the other character in question with these, the final parameter for SetStat operates a little differently: instead of just being operation:value as with other stats, it's name|operation:value, where name is the full name of the other character.

So, for example, say you want to increase Emma's feelings of Friendship toward Sabrina by 2; you'd use:

Code: [Select]
<Action>SetStat/Emma Strider,Friendship,Sabrina Strider|+:2</Action>
A touch convoluted, but it works!
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CraigStern

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Re: A new engine!
« Reply #224 on: October 04, 2017, 03:52:53 PM »

-- characters can now impact one another's morale during the nighttime Talk activity

-- characters can now impact one another's familiarity and friendship ratings for one another during the nighttime Talk activity
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