The Sinister Design Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

Welcome to the new Sinister Design forums!

Pages: 1 ... 38 39 [40]

Author Topic: A new engine!  (Read 47830 times)

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3198
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #585 on: April 04, 2019, 03:00:07 PM »

-- converted more of the UI text fields in the game to TextMesh Pro. This time, in the Battle scene: the dialogue screen, actions bar, terrain inspector, text overlay bar, deployment window, mid-battle save menu, report screen, unit mouseover tooltips, skill tooltips, and all of the miscellaneous tooltips on all of these elements' various buttons.

-- made the text in the text overlay bar dynamically resize to fit longer strings.

-- added counterattack info to unit mouseover tooltips.
Logged

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3198
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #586 on: April 05, 2019, 12:08:12 PM »

-- created a Telepath emoji set to work with TextMesh Pro, enabling the placing of icons directly into text!

-- finished replacing all the text fields in the tooltips for the game's various stat and status effect icons with TextMesh Pro variants.

-- finished replacing all the text fields in the level-up screen.
Logged

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3198
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #587 on: April 08, 2019, 03:30:33 PM »

-- finished replacing all the text fields in the character screen.
Logged

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3198
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #588 on: April 09, 2019, 03:17:27 PM »

-- created a new item: Bracing Gloves! These give the wearer Strength +1 and grant the skill Shove. Can be used by any character with a physical weapon mastery.

-- the main campaign shop now sometimes carries Bracing Gloves.
Logged

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3198
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #589 on: April 10, 2019, 02:12:04 PM »

-- finished replacing all the text fields in the new turn box, victory box, and attack confirmation window.

-- finished replacing all the text fields in the options and settings menus in battle.

-- made progress on replacing all the text fields in the reserve inventory screen (there are a lot of them)
Logged

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3198
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #590 on: April 11, 2019, 03:01:13 PM »

Spent a bunch of time on musician feedback finalizing new boss music. :)

-- received and implemented a new cut scene background: Somnus!

-- finished replacing all the text fields in the reserve inventory screen, and with that, I'm finally finished with replacing UI text fields battle scene! (There are a few other elements I'll have to go back and replace the text in, namely pop-up damage and such, but that's an issue for another day.)

Moving on to the the cut-scene scene:

-- finished replacing all the text fields in the narration, calendar, info bar, custom menu, recruitment interface, army overview window, and dismissal window UI elements. (Other UI elements, like the reserve inventory screen and character screen, were carried over from work in the battle scene.) All that's left to swap out is the shop interface, and I'll be ready to move on to the campaign editor.

-- removed the "Next" button from the camp activity interface. Camp activities are now advanced by clicking anywhere onscreen.

-- rounded the corners on the text darkener image that appears beneath cut scene narration.
Logged

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3198
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #591 on: April 12, 2019, 02:46:22 PM »

-- the shop interface now supports multiple pages worth of items within a given category! Whenever a category has more than 1 page worth of items, a page navigation interface appears to let you flip through the pages.

-- the shop in the main campaign now has a much more limited selection of consumables, which should hopefully keep new players from being overwhelmed by choices that aren't yet relevant.

--the shop in the main campaign now generates way more different weapons when you walk in, which should hopefully result in more weapons that are actually usable by the player's team showing up on any given visit.

-- fixed: the shop interface would inappropriately gray out equipment usable with multiple different masteries.

-- wrote some new dialogue for the recruiter in the main campaign; you can now try to flirt with her or ask her for advice on team composition.

-- the reserve inventory screen will no longer close from errant clicks; instead, there is now a dedicated close button in the corner.

-- camp activities no longer need to be progressed by clicking a dedicated "Next" button: instead, you can now click anywhere onscreen to progress.

-- improved the Qualifier tutorial by using the new emoji functionality to visually cue players as to which buttons do what.

-- fixed: level 1 proc gen characters would be generated with Reflexes stats equal to their Reflexes growths. (They now always start with Reflexes of 0 at level 1 regardless of their growths.)

-- fixed: the AI would fail to act with characters surrounded on all sides by enemies. The AI now ignores the danger penalty entirely for characters with no movement options; for others, it reduces the penalty linearly in proportion to how many movement options a unit has. The more flexibility a unit has, the more the danger penalty is counted against possible moves.

-- fixed: the game would hit a null error whenever a generic unit died in battle on Brutal difficulty.

-- fixed some incorrect portrait data.
Logged

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3198
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #592 on: April 15, 2019, 03:49:33 PM »

-- replaced most of the the buttons and other UI elements in the main page of the campaign editor with nicer-looking ones. The new buttons now have mouse-over tooltips.
Logged

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3198
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #593 on: April 16, 2019, 03:30:55 PM »

-- finished replacing all of the UI elements in the campaign editor.

-- reorganized the way elements in the campaign editor are laid out with an eye toward adding support for additional editors (like item and skill editors).
Logged

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3198
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #594 on: Yesterday at 03:22:31 PM »

Gave artist feedback on a new cut scene background for the Psy Academy.

-- received new terrain tiles for single-width cliffs and their chasm variants; imported them all into the game and created directional variants and tile data for them all (constituting more than 250 new terrain tiles in total).

-- wrote the first part of the auto-tiling logic for the new terrain tiles!
Logged

CraigStern

  • The Creator
  • Administrator
  • General
  • *****
  • Offline Offline
  • Posts: 3198
    • View Profile
    • Sinister Design
Re: A new engine!
« Reply #595 on: Today at 05:14:09 PM »

-- filled in gaps in the autotiling logic for all the new terrain tile assets.

-- began replacing all of the old text fields in the dialogue editor with TextMesh Pro UI fields.
Logged
Pages: 1 ... 38 39 [40]