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Author Topic: A new engine!  (Read 55062 times)

CraigStern

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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.
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CraigStern

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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.
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CraigStern

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Re: A new engine!
« Reply #587 on: April 08, 2019, 03:30:33 PM »

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

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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.
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CraigStern

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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)
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CraigStern

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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.
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CraigStern

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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.
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CraigStern

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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.
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CraigStern

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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).
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CraigStern

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Re: A new engine!
« Reply #594 on: April 17, 2019, 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!
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CraigStern

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Re: A new engine!
« Reply #595 on: April 18, 2019, 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.
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CraigStern

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Re: A new engine!
« Reply #596 on: April 19, 2019, 12:57:15 PM »

-- finished replacing all of the old text fields in the dialogue and scripting editor. (There were a lot of text fields.)
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CraigStern

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Re: A new engine!
« Reply #597 on: April 22, 2019, 02:52:32 PM »

-- impact damage from knocking units back into other units now has an upper limit that varies by character. The limit is either (a) 6; (b) the attacker's base Strength (plus Strength times the skill's strength damage factor); or (c) the attacker's base Psy (plus Psy times the skill's psy damage factor). If the attack has a psy damage factor greater than its strength damage factor, the game will first go with (c); otherwise, it will first go with (b). If the resulting limit is not greater than 6, the game will then go with (a) instead.

This upper limit keeps impact damage reasonably related to a character's power. Without this limitation, knockback abilities will scale linearly to permit massive damage against against high-Health enemies by even level 1 characters.

-- impact damage is now multiplied by the number of spaces the target was to be moved. (Smashing a unit into an adjacent unit with Kinetic Gale, for instance, will deal twice the damage of doing so via Kinetic Gust.)

-- the game now tracks which character created a unit via Create skills.

-- added text processing support for the "force inventory" unit spawn characteristic (allowing the use of PICK{}, among other special characters).

-- added a few edge cases in the scripting for the Qualifier tutorial battle to cover instances where the player ignores instructions.

-- added a Protect Char condition to the Thief Attack fight so that you can end the battle early by defeating the Robber Boss.

-- fixed: the game was not updating its internal list of dialogue to ignore in combat after calling the RemoveConv script action, causing the game to inappropriately fail to trigger certain dialogue afterwards during the same turn.

-- fixed: the level-up screen was freezing the game due to the replacement icons (with updated text fields in their associated tooltips) missing Animator components.

-- fixed: another typo in the code was preventing characters from spawning at y coordinates greater than the map width.

-- fixed: it was possible to elicit a range error and freeze the game by clicking too quickly through dialogue at the start of battle.

-- fixed: the game wasn't awarding characters experience for the use of Create skills.

-- fixed: you could click on and select units in the middle of other units moving, producing all manner of problems.

-- fixed: under certain circumstances, the game would attempt to end a combat sequence multiple times, potentially resulting in duplicate victory checks and/or the same post-combat dialogue being triggered multiple times.

-- fixed: the game could re-trigger dialogue that was already queued for removal.

-- fixed: randomly spawned non-flying characters could spawn atop objects that are only passable for flying units.

-- fixed a scripting error in the recruitment scene in the main campaign.

-- reduced the incidence of purely narrated Talk actions in camp from 50% to 25%.
« Last Edit: April 22, 2019, 07:31:44 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #598 on: April 23, 2019, 01:59:15 PM »

-- newly learned skills on the level-up screen now have their buttons throb in the same fashion as the icons for increased stats, making it much more immediately obvious to the player which skills are new.

-- with the advent of TextMesh Pro textfields, in-game text now support rich text formatting! Using this new capability, I've added support for bolding, italicizing, underlining, and striking through text. The syntax for each of these is...well, it's actually exactly the same as it is on these forums! Like so:

Code: [Select]
[b][/b]   <== bold
[i][/i]   <== italics
[u][/u]   <== underlining
[s][/s]   <== strikethrough

(See the screenshot below this post.)

-- added support for the full emoji set in dialogue! This uses the syntax SPRITE[spritename]; the spritenames of all emojis supported are as follows:

Spoiler
  • Arrow Black
  • Arrow Blue
  • Arrow White
  • Aura
  • Food
  • Star
  • Create
  • Crush
  • Damage
  • Accuracy
  • Appetite
  • Cold
  • Cold Res.
  • Crush Res.
  • Counterattacks
  • Dodge
  • Drowning
  • Energy
  • Explosive
  • Falling
  • Flying
  • Health
  • Heat
  • Heat Res.
  • Land
  • Light
  • Light Res.
  • Mental
  • Mental Res.
  • Morale
  • Perception
  • Pierce
  • Pierce Res.
  • Poison
  • Poison Res.
  • Psy
  • Promotion
  • Range
  • Reflexes
  • Shadow
  • Shadow Res.
  • Shield
  • Slash
  • Slash Res.
  • Speed
  • Swimming
  • Alert
  • Blinded
  • Burning
  • Defending
  • Distracted
  • Enthralled
  • Focused
  • Frozen
  • Hardened
  • Heavy
  • Hidden
  • Immobilized
  • Levitating
  • Lucid
  • Move Bonus
  • New Turn
  • Poisoned
  • Preempting
  • Shining
  • Sick
  • Slowed
  • Softened
  • Stunned
  • Talkable
  • Weakened
  • End Turn
  • Grab
  • Rotate
  • Talk
  • Undo
  • Use

This replaces the bespoke special characters for emojis (such as -HEART- and -UNDO-, for instance), but not the special characters for punctuation (e.g. bullet points, quotation marks, em dashes and commas).

-- fixed: when typing out emojis and rich text tags in dialogue, the dialogue window would start typing out the incomplete tag, only replacing it with the emoji/formatting after the tag was fully typed out, producing a jarring visual effect. Instead, the text field now looks ahead, detects any upcoming tag, and adds the tag all in one go to avoid this behavior.
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CraigStern

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Re: A new engine!
« Reply #599 on: April 24, 2019, 03:32:11 PM »

-- refactored the way random biographical details are stored within individual characters; coded functions for adding and accessing these details.

-- characters are now generated with quasi-randomly selected biographical details representing their home region, their hometown, who raised them, what siblings they have, and whom they worship (if anyone). Details can affect the availability of other details (e.g. someone not from the Rubat or the Marid tribes isn't going to worship Anu)--the eventual goal here is to have those details also affect inter-character dialogue, providing a much greater variety of background dialogue.

-- reduced incidence of non-combinatorial human last names.

-- added support for exclusions in last name parts, allowing the same term to be used as both a last name beginning and last name ending (but never within the same name).
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