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Author Topic: A new engine!  (Read 90767 times)

CraigStern

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Re: A new engine!
« Reply #630 on: June 03, 2019, 02:16:30 PM »

-- received new 3D destructible object models! These are new, 3D versions of the game's tents and caravan wagons that will allow these objects to be oriented in different directions on the map (i.e. not always with the wagon door / tent entrance facing down).

-- updated premade unit data for these objects referencing the new 3D models, and with new directional variants.

-- adjusted the default positioning of self-lights on units.

-- the unit selfLight attribute now supports two additional properties: Y offset and X offset. These allow you to place self-lights relative to the self-lit unit (as opposed to the lights simply always being centered on the unit).

-- used the new Y and X Offsets on self-lights to have light appear to be emitting from the tent openings on lit tent objects.

-- fixed: hitting New Map in the map editor after working on an existing map wouldn't clear the point lights, nor reset global lighting and weather.

-- fixed: in the map editor, narrowing the displayed objects in the New Object menu with a search, selecting an object, painting the object, then reopening the menu and flipping to another page of objects would result in the game displaying objects as if they were not narrowed by a search.
« Last Edit: June 03, 2019, 02:41:59 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #631 on: June 04, 2019, 03:31:38 PM »

-- added Tab key browsing to the input fields in all of the various windows in the cut scene editor.

-- added Tab key browsing to the input fields in all of the various windows in the character creator.
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CraigStern

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Re: A new engine!
« Reply #632 on: June 05, 2019, 03:26:23 PM »

-- spent the day banging my head against a metaphorical wall trying to fix a really stupid bug with the new TextMeshPro input fields. No luck; will move on to something else tomorrow pending guidance from the Unity help forums.
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CraigStern

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Re: A new engine!
« Reply #633 on: June 06, 2019, 03:42:05 PM »

-- began working on an item editor! :) I'm structuring this one so it can show up as a sub-editor within the other, main editors.

-- added item usability types to ActionsReplies.xml for predictive text guide purposes.
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CraigStern

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Re: A new engine!
« Reply #634 on: June 07, 2019, 03:24:05 PM »

More work on the item editor!

-- designed the basic interface, with fields representing every possible item property.

-- the item editor now successfully loads items right off the campaign editor screen, auto-filling each field with the appropriate value for that item and showing the item's image.

-- new items created in the editor are now properly saved to Items.xml!
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CraigStern

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Re: A new engine!
« Reply #635 on: June 10, 2019, 03:24:29 PM »

-- created a new XML reference for asset names to be used in the various editors, filled it with item images and music tracks.

-- the item editor now has working subwindows displaying all available item icons and all skills that equipment can grant a character; clicking them will change the item's icon / grant an additional skill.

-- fixed: the game would crash upon trying to save items with apostrophes in their names to XML.
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CraigStern

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Re: A new engine!
« Reply #636 on: June 11, 2019, 02:35:37 PM »

-- the campaign editor now has a little pop-up guide that directs you through the first few steps of creating your own campaign!

-- the Report interface now processes title and text for special characters.

-- the Report screen now completes the text animation when clicking mid-animation instead of immediately moving to the next page.

-- fixed: the game would crash upon trying to save characters with apostrophes in their names to XML.
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CraigStern

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Re: A new engine!
« Reply #637 on: June 12, 2019, 03:11:33 PM »

Had a playtest party for the game's campaign editor last night; today is devoted to fixing most of the bugs we found!

-- the campaign editor's help guide now only pops open on its own when you visit the Campaign Editor and there are no custom campaigns detected anywhere (that is: presumably, on your first visit).

-- repositioned the "randomize stats for level" window and redesigned the buttons to make it clearer that pressing confirm applies new, proc gen stats but doesn't close the window.

-- the Character Editor now supports negative resistances, negative dodge, and negative aptitude in character stats.

-- fixed a couple of issues with the regular expressions excluding certain characters from being typed into the bark input fields in the Character Editor.

-- fixed: generic units of specified gender were being treated as "Either" units for purposes of portrait generation in the Character Editor.

-- fixed: you could end up on the portrait-editing screen for generic characters by hitting the back button after choosing gender in the Character Editor.

-- fixed: the buttons in the Skill Progression sub-menu in the Character Editor were selecting regular Skills when clicked instead of adding to the unit's skill progression.

-- fixed: if you loaded a character with a unique portrait and backed all the way back to the choice between unique and generic, then chose Unique, the game would generate a new portrait for the character even if you made all the same species, gender, and class choices as the ones the character already possessed.

-- fixed miscolored outlines on one particular set of modular spriggat horns.

-- fixed: the Number Picker UI element would play the wrong sound effect when engaging wrap-around numbers.

-- fixed: hitting the New Item button in the Item Editor while already editing an item would result in the two interfaces overlapping instead of the new item window replacing the edit item window.

-- fixed a couple of null errors in the Load Map window in the map editor.

-- updated the Load Map window in the map editor with multi-page logic.

Also, in non-bug-fixing news:

-- added the reeds objects to the game (which I had somehow neglected to do before!)

-- updated the Attack on the Camp battle in the main campaign with the new tent objects, and enlarged the map using the new Add Row and Add Column feature in the map editor so it's less cramped.

-- updated the Battle with Bandits 1 battle in the main campaign with the new caravan wagon object.

-- fixed the scaling on the new caravan wagons to better match everything around them.
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CraigStern

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Re: A new engine!
« Reply #638 on: June 13, 2019, 03:23:13 PM »

-- created graphics for the Generated Talwar item and Laser Blast skill, imported them into the game.

-- items now support the attribute personalItem, a bool value that tells the game whether an item is locked to the character who possesses it a la Fire Emblem personal weapons. If it is, then the item cannot be traded or dropped--even if the owner dies in combat. (By default, items are not personal items.)

-- items now support the attribute sellable, a bool value that tells the game whether an item can be sold in the shop interface or dropped from reserve supplies. (By default, this attribute is true.)

-- the item editor now has check boxes that let you set whether an item is personal or sellable.

-- put limits on how far you can zoom in or out in the dialogue editor, thereby fixing a bug in which the player could zoom out so far that the editor becomes inverted.

-- the dialogue editor now automatically adds a NextBranch reply on every new branch, making it faster and easier to create basic dialogue trees.

-- fixed: the game would sometimes strip the Custom node out of Items.xml, preventing custom items from getting saved to XML successfully.

-- fixed: clicking reply type predictive text in the dialogue editor had somehow ceased to auto-populate the fields.

-- fixed: the New Game slot selection menu would sometimes display the wrong page.

-- fixed another bug relating to saving and loading items with apostrophes in their names.
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CraigStern

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Re: A new engine!
« Reply #639 on: June 14, 2019, 03:29:25 PM »

-- tweaked the rules a bit: sellable items can now be dropped from Reserve Supplies (just not sold).

-- finally replaced the ugly placeholder graphic for "FromPlayerRoster" spawns in the map editor with a graphic of little shadowy dudes.

-- added text prediction to the Music field in the Map Settings window in the Map Editor.

-- added a describer window tied to conditions text prediction in the Map Editor, explaining what each condition does.

-- added text prediction to the usability type field in the Edit Item screen in the Item Editor.

-- fixed an oversight in which Quest items could be sold in a shop or dropped from Reserve Supplies.

-- fixed: the game didn't red-out the "Drop" button on undroppable items.

-- fixed: if you created an item with no statPlus values, the game would throw a null error upon trying to parse it.

-- fixed: the phrase "Unlimited uses" in item tooltips would get cut off.

-- fixed: predictive text descriptions were broken in a few areas of the editing suite.
« Last Edit: June 14, 2019, 03:33:10 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #640 on: June 15, 2019, 03:00:13 PM »

-- added text prediction to the Music field in the Map Settings window in the Cut Scene Editor.

-- the game now dynamically creates a list of all possible masteries by checking the masteries on all other items that exist in the game, then uses them for masteries predictive text

-- added text prediction to the Masteries field in the Item Editor.
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CraigStern

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Re: A new engine!
« Reply #641 on: June 17, 2019, 01:52:30 PM »

-- received and implemented new 3D models: fruit stands, of the sort one might find in an outdoor market!

-- received and implemented updated caravan wagon models that fit a bit more comfortably within their spaces.

-- split the Masteries field in the Character Creator into 7 different fields, each with their own predictive text, then changed the validation logic to accommodate them.

-- the Character Creator now throws an error when you assign a mastery to a character that doesn't match the mastery requirement of any item found in the game (including custom items for that campaign). This effectively catches typos and prevents assignment of useless masteries.
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CraigStern

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Re: A new engine!
« Reply #642 on: June 18, 2019, 01:46:39 PM »

-- two new color variants on the "pills" item graphic: yellow and purple.

-- new status effect: Regenerating. Grants 10% health recovery each round for 5 rounds.

-- new item: Ascender Pills. Grant Lucid status for 4 rounds (+25% Psy and +1 reflexes), but drains 7 energy.

-- new item: Regenerator Pills. Grant Regenerating status for 5 rounds.

-- the Item Editor now has predictive text for the "status effects added" and "status effects removed" input fields that explain what the selected status effect does.
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CraigStern

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Re: A new engine!
« Reply #643 on: June 19, 2019, 03:31:16 PM »

-- the "runs script" field in the Item Editor has been broken into three fields, each of which now have predictive text that allows autocompletion for the names of global scripts existing in the campaign.
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CraigStern

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Re: A new engine!
« Reply #644 on: June 24, 2019, 03:35:30 PM »

Began reaching out to artists to contract for title art.

-- made Pessimistic characters less appallingly bad; they now get twice as much bonus Dodge, and are more likely to Practice at night.

-- fixed a null error that occurred when trying to hold a gathering with 0 characters in one's roster.
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