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Author Topic: A new engine!  (Read 50867 times)

CraigStern

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Re: A new engine!
« Reply #195 on: August 02, 2017, 02:31:13 PM »

Managed to find time to fix a few bugs and reconfigure the game's skill buttons so as to get around Unity's baffling inability to consistently display mouseover tooltips in the right place.
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CraigStern

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Re: A new engine!
« Reply #196 on: August 09, 2017, 03:40:56 PM »

-- fixed some more bugs
-- improved the feel of screen-edge panning
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CraigStern

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Re: A new engine!
« Reply #197 on: August 10, 2017, 03:33:13 PM »

A bit of a setback; the 3D modeller who was working on the 3D walls, bridges, doors, etc. has backed out due to family problems. I'll need to procure a replacement.
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CraigStern

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Re: A new engine!
« Reply #198 on: August 11, 2017, 02:32:53 PM »

-- the game now generates a list of nighttime activities each character can perform, complete with modifiers based on personality and life background
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CraigStern

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Re: A new engine!
« Reply #199 on: August 16, 2017, 01:25:10 PM »

I've made some last-minute arrangements to exhibit True Messiah at PAX West! This turned out to be way more time-consuming and difficult than I wanted it to be, but what can ya do. I also posted a job listing seeking 3D modelers to replace the dude who bailed.

--programmed shadowling portrait generation, now determining placement data for all facial features
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CraigStern

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Re: A new engine!
« Reply #200 on: August 21, 2017, 10:50:51 AM »

-- completed shadowling portrait generation (which turned out to take more time than anticipated due to palette-swapping considerations)
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CraigStern

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Re: A new engine!
« Reply #201 on: August 21, 2017, 03:44:14 PM »

-- shadowlings now have a somewhat less than 1 in 5 chance of having one or more horns generate as part of their portraits.

-- rejiggered the battle UI so that all buttons lie flat along the bottom of the screen instead of having a box always floating in in the corner.
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CraigStern

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Re: A new engine!
« Reply #202 on: August 22, 2017, 03:35:16 PM »

Read through a bunch of emails from 3D artists interested in continuing the work on walls, doors, and bridges begun by the previous artist; wrote out an offer email to one of 'em, and am awaiting the reply. In the meantime:

--reconfigured the game's item boxes so as to get around Unity's inability to consistently display mouseover tooltips in the right place.
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CraigStern

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Re: A new engine!
« Reply #203 on: August 23, 2017, 03:30:52 PM »

Corresponded with a 3D artist, wrote dialogue.
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CraigStern

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Re: A new engine!
« Reply #204 on: August 24, 2017, 01:50:51 PM »

-- added attack barks to the game (i.e. barks occurring before a character launches a damage-causing attack)
-- characters are now generated with 2 distinct attack barks in addition to their 1 deployment bark, 3 victory barks, 2 heal barks, 2 build barks, and 1 defeat bark.
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CraigStern

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Re: A new engine!
« Reply #205 on: August 25, 2017, 02:36:09 PM »

All right! I've officially hired a new 3D artist; also gave Ryan feedback on some new musical tracks he's been working on. :)

--reworked the code for self-move attacks in order to accommodate the new attack barks, as well as to accommodate proper evaluation of these attacks by the AI when calculating potential moves.
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CraigStern

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Re: A new engine!
« Reply #206 on: August 28, 2017, 02:50:09 PM »

Did some lore work, detailing aspects of the geography for the next setting. More contractor feedback as well; sent out contract for the last set of modular portrait assets. :)
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CraigStern

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Re: A new engine!
« Reply #207 on: August 29, 2017, 11:47:28 AM »

-- Cold attacks now create ice bridges whenever they hit a water tile.
-- the AI can now accurately evaluate the feasibility of launching self-moving attacks (like Charge)
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CraigStern

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Re: A new engine!
« Reply #208 on: August 31, 2017, 09:43:02 AM »

-- performed preliminary work to create a Reserve Supplies screen.
-- added support for multiple different Reserve inventories, each associated with a different roster of characters.
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CraigStern

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Re: A new engine!
« Reply #209 on: August 31, 2017, 01:13:51 PM »

--fixed serialization issues affecting various types of saved data to be tracked during a longer campaign

Heading to PAX West for a week or so; I'll be back to work and posting a week or two into September!
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