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Author Topic: A new engine!  (Read 85158 times)

CraigStern

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Re: A new engine!
« Reply #465 on: October 09, 2018, 03:34:57 PM »

Gave artist feedback today. In other news:

-- generated portrait data for placement of moles and facial tattoos on generated characters.

-- human character portraits now each have a chance to be generated with a facial tattoo, mole, hair accessory, and/or a scarf or necklace.

-- received a new background: the Dese throne room!
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CraigStern

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Re: A new engine!
« Reply #466 on: October 10, 2018, 03:32:02 PM »

-- received a nighttime variant on the Dese throne room background.

-- integrated the new throne room backgrounds into the game.

-- added a new, separate img attribute to accessories in portrait data, permitting multiple instances of the same accessory with differing placement in the portrait (e.g. allowing the mole graphic to appear in different spots on the face on different portraits).

-- created variable mole placement data for human portraits.
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CraigStern

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Re: A new engine!
« Reply #467 on: October 11, 2018, 02:28:42 PM »

-- created "spiny beard" and tattoo placement data for lissit portraits, as well as a third mole position for human portraits.

-- lissit portraits can now be generated with accessories, similarly to human portraits.

-- received new item graphics: a mango, a drawing, a figurine, a cake, a pie, 3 cookies, and a talwar.
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CraigStern

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Re: A new engine!
« Reply #468 on: October 12, 2018, 02:32:51 PM »

-- created a chin cleft feature for human portraits; created portrait placement data for the chin cleft for male humans.

-- created portrait placement data for tattoos and scars for shadowling portraits. Shadowling portraits can now generate with accessories.

-- fixed a bug that was causing generated shadowling portraits to not show up.

-- fixed a crash bug that showed up after a character delivered a victory bark in combat.
« Last Edit: October 12, 2018, 02:41:53 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #469 on: October 14, 2018, 05:53:52 PM »

-- fixed a typo that was producing the "you should have 4 units" warning when entering the arena with exactly 4 units (and failing to produce it when entering with only 1 unit).
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CraigStern

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Re: A new engine!
« Reply #470 on: October 15, 2018, 01:27:44 PM »

Commissioned more portrait accessories!

-- created portrait position data for some spriggat accessories.

-- added text explaining what the "Either" gender signifies within the character creator.

-- fixed a bug in the character creator in which it would lock a character into "generic" mode if you selected "Either" as their gender, even if you went back and changed the character's gender to something more specific.

-- fixed a typo that was preventing the game from creating spriggat portraits using the 9th head shape.
« Last Edit: October 15, 2018, 01:34:13 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #471 on: October 16, 2018, 02:51:39 PM »

Artist feedback! (Unfortunately, that's all I got done today.)
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CraigStern

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Re: A new engine!
« Reply #472 on: October 17, 2018, 01:00:51 PM »

-- updated in-game portraits so that they swap army palette colors on the second foreground hair layer, permitting palette swapping in hair accessories; and also swap hair palette colors on the "scar or blemish" layer, permitting goatees and other facial hair "accessories."

-- received 16 new human portrait accessories: flowers, hair combs, hats, necklaces, pendants, scarves, and tattoos.

-- created human portrait position data for new flowers, hair combs, and tattoos.
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CraigStern

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Re: A new engine!
« Reply #473 on: October 18, 2018, 03:33:15 PM »

-- received revisions on the new accessory graphics.

-- created human portrait position data for the new necklaces, pendants, and scarves.
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CraigStern

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Re: A new engine!
« Reply #474 on: October 19, 2018, 02:01:14 PM »

-- updated the default Introduction.xml file for custom campaigns with a default menu.

-- the campaign editor now visibly labels scenes as either battles or cut scenes while browsing, making it easier to distinguish scenes from one another.

-- the skills window in the character creator now has a sub-window that lets you browse through all available skills in the game, mouse over them to see what their properties would be if used by the current character, and then click them to add them to the character's list of skills.

-- added mouseover tooltips to all of the buttons in the map editor's unit properties window, map settings window, and map conditions window.
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CraigStern

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Re: A new engine!
« Reply #475 on: October 22, 2018, 02:47:04 PM »

-- added in falling damage to the combat engine!

Falling is much more dangerous in this new engine. Any time a character is thrown (or a non-flying unit is pushed/pulled) from one elevation to an elevation at least 2 levels lower, they now take damage equal to 20% of their total health multiplied by the number of elevation levels they fell (thus, they take 40% damage for a 2-elevation fall, 60% for a 3-elevation fall, and so on). For every elevation level they fall beyond the first, they take 1 turn of Stunned status.

e.g. A Bloodbeard's Bandit with 25 health is pushed off of a small cliff (elevation 3) and lands on the ground below (elevation 1). The bandit fell 2 levels--he takes 10 falling damage (representing 40% of his health) and is stunned for 1 turn.

-- when a unit is shoved into other units, the impact damage is now applied to the original shoved unit as well.

-- during deployment, battlefield objects overlapping deployment spaces are now partially faded out for easier viewing of deployed characters.
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CraigStern

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Re: A new engine!
« Reply #476 on: October 23, 2018, 02:13:08 PM »

-- mostly finished integrating camp activities into cut scenes, thereby permitting much greater flexibility for how, where, and when character camp activities occur in campaigns!

-- new script action, cut scene only: ShowCampActivities. Generates a narrative sequence in which the current roster of characters engages in camp activities. One parameter, optional: forced activity. If used, this forces all characters who are not wounded, at <26% health, or about to resign to engage in the specified camp activity. (The special ones supported right out of the gate: GroupIntros, GroupPrac, and Gathering.) If the optional parameter is not used, characters will pick a camp activity themselves based on their life skills and personality.

-- new script action, cut scene only: ShowMoraleReport. Opens up the morale report screen.

-- new script action: ShowReserveSupplies. Opens up the reserve supplies screen.

-- new menu warning type: foodMinusAppetite. This behaves like the food warning, but it factors in the food your characters will consume for that day in advance.
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CraigStern

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Re: A new engine!
« Reply #477 on: October 24, 2018, 02:49:43 PM »

-- finished integrating camp activities into cut scenes!

-- the Camp cut scene now visibly transitions from evening to night as the evening's activities conclude.

-- new script actions: HideOptionsButton and ShowOptionsButton. Hides or shows the button that allows the player to open the options screen. (The button is visible by default in all scenes, but I'm using these to turn it off during camp activities to reduce the temptation to save scum/encourage players to accept and work around whatever circumstances arise.)

-- fixed a formatting issue with text fields in cut scene menu button tooltips that would cause text to cut off on certain displays.

-- fixed a bug in which the game was labeling every save file as being in Slot 0.
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CraigStern

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Re: A new engine!
« Reply #478 on: October 25, 2018, 01:23:48 PM »

-- got a new background: Dese palace hallway! Integrated it into the game.

-- the game can now load custom player-created camp activities narration from CampActivities.xml in a custom campaign's main folder.

-- you can now input custom camp activities for a character in the Character Creator; the game now parses camp activities from units loaded out of PremadeUnits.xml.

-- improved the look of the camp activities UI during fade-in.

-- fixed a text formatting issue that was preventing the game from displaying the second line of description in skill tooltips.
« Last Edit: October 25, 2018, 02:35:30 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #479 on: October 30, 2018, 03:30:42 PM »

I took yesterday to write a yearly round-up on IndieRPGs.com; today, it's back to the grindstone.

-- gave artist feedback.

-- added support for multiple "pages" of recruits in the recruitment interface, permitting way more recruits to be generated at a time.

-- bumped up the number of recruits generated in the Recruitment office from 6 to 12.

-- prettied up the "highlight" mouseover effect with units in the recruitment menu.

-- fixed a few UI glitches in the recruitment menu.
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