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Author Topic: A new engine!  (Read 60181 times)

CraigStern

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Re: A new engine!
« Reply #645 on: June 25, 2019, 03:07:08 PM »

-- when a character comes onto the battlefield with status effects already active, the game now re-applies those status effects and shows them blinking over the character's head from the get-go.

-- if you run out of food, characters can now become starving (50% chance, 1 day) or sick (25% chance, 1-2 days). The odds of instead becoming Worried, Resentful, or Upset are now much lower, but if these happen, they last 1-4 days instead of 0-3.

-- the "starving" mood now imposes Distracted status in addition to Weakened status.

-- camp activity narrations can now have a roster size range requirement to trigger, using the syntax rosterSize="x" or rosterSize="x-y" (where x and y are positive integers).

-- there are now alternate camp activity narrations for throwing a gathering with rosters sized 0 and 1.

-- wrote new narrative variations for the "group practice" camp activity.

-- wrote new narrative variations for the "rained out" camp activity.

-- the portrait displayed during the "gathering" camp activity now always has a happy facial expression.

-- fixed: if you ended camp activities in the main campaign with a roster size of 0, the game would display a blank dialogue screen for the "late" event instead of proceeding to the "night is over" frame of the scene.

-- fixed: if you attempted to hold a gathering at camp in the main campaign with exactly 50 more food than your team's daily consumption, the game would act like you didn't have enough food.

-- fixed: if you attempted to hold a gathering at camp in the main campaign with 0 food, the game would let you proceed.

-- fixed: camp activities and events could send a character's energy below 0. The character's energy would still be displayed as 0, but energy-recovering moves in battle would fail to improve it as expected.

-- fixed a typo that was preventing the game from recognizing mood changes arising out of camp activities.

-- fixed: moods gained from camp activities were not imparting associated status effects to characters.

-- fixed: the game was treating too much time as having passed on the calendar screen for purposes of resolving character moods.

-- fixed a bug that was causing the game to load character moods before loading its library of moods, resulting in character moods loading without their accompanying data.

-- fixed: Distracted status was affecting Dodge in addition to Counterattacks and Reflexes.
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CraigStern

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Re: A new engine!
« Reply #646 on: June 26, 2019, 03:13:50 PM »

-- created the status effect Clouded, which is basically the Psy version of Weakened: -50% base Psy.

-- Strengthened and Weakened status effects changed back to applying to current Strength instead of base Strength due to the large discrepancy in base Strength between characters with equipped weapons and enemies who have weapon-based attacks naturally (but no actual items equipped).

-- typed out entries for every stat characters can have, along with descriptions, and put them in ActionsReplies.xml for predictive text purposes.

-- the stat name fields in the item editor now have predictive text functionality!

-- began preliminary work on the Skill Editor.

-- typed out entries for every element a skill can have, along with descriptions, and put them in ActionsReplies.xml.

-- fixed a bug in the AI that produced an out-of-range error when checking for RangeBonus tag data on units possessing said tag.
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CraigStern

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Re: A new engine!
« Reply #647 on: June 27, 2019, 03:03:15 PM »

-- spent today plugging away on the new skill editor, which is now very close to fully functional!

-- fixed: a number of item attributes weren't getting saved to XML when exiting the Item Editor.

-- fixed a typo in the Rapier item info.
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CraigStern

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Re: A new engine!
« Reply #648 on: June 28, 2019, 02:53:45 PM »

-- filled in AssetNames.xml with the names of all 203(!!!) skill graphics that ship with the game, hooked it up so the game displays them all in a browseable menu in the Skill Editor for selecting a skill's button graphic.

-- the Skill Editor is now working! :3

-- the light color swatch in the Light Properties window in the Map Editor now auto-updates dynamically as you change the color values.

-- created a light bulb icon to make it easier to find point lights for editing in the Map Editor. Point lights now display this icon in the map editor.
« Last Edit: June 28, 2019, 10:08:43 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #649 on: June 29, 2019, 12:38:44 PM »

-- new script action RemoveMood. Two parameters: Character Nam and ,Mood Type (or -ANY-). Removes a mood from the named character (use -ANY- to clear all moods).

-- created a new button graphic: Music.
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CraigStern

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Re: A new engine!
« Reply #650 on: June 30, 2019, 01:44:01 PM »

-- when creating a custom campaign, the game now sticks Music and Sound subfolders in it for any custom music or sounds you wish to use.

-- related to the above: the game now supports custom music and sounds in user-created campaigns! :D Simply stick Custom/ in front of the name of your chosen audio to have the game pull the track from your campaign's Music/Sound folder. (Just make sure it's an Ogg file, as Unity doesn't support streaming mp3s at runtime on desktop.)

-- improved the music button graphic.
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CraigStern

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Re: A new engine!
« Reply #651 on: July 01, 2019, 01:37:29 PM »

-- created a Music selection menu that displays all music in the game and all music in the custom campaign's Music directory; it lets you preview and select tracks for the current scene, and sticks an X in front of tracks that lack the necessary file extension.

-- added the music browser button and music browser to both the Cut Scene Editor and the Map Editor.

-- added all sound effects in the game to the default assets list for browsing.
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CraigStern

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Re: A new engine!
« Reply #652 on: July 02, 2019, 02:55:51 PM »

-- you can now delete player-created characters in the Campaign Editor. (The game will ask you to confirm before deleting.)

-- new tag: BonusDmg. Allows a character skill (and skills dependent on that skill) to deal a set amount of bonus damage of an element different than that skill's own element. Three parameters: (1) Skill Name, (2) Amount (integer), and (3) Element.

-- proc gen Poisoned and Blazing weapons now deal 4 bonus Poison damage and 4 bonus Heat damage, respectively, by granting the BonusDmg tag for all skills those weapons grant while equipped.

-- began transferring all data relevant to the game's bazillion classes into a new Classes.xml file, both for autopopulation purposes and--eventually--with an eye to supporting custom character classes.

-- the Generate Unit submenu within the Map Editor's New Unit menu now does predictive text on the chosen character class field, and does error-checking to ensure that a) a valid class was entered, and b) that the unit hasn't been given a forced species that is invalid for the supplied class.
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CraigStern

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Re: A new engine!
« Reply #653 on: July 03, 2019, 01:50:39 PM »

-- created a new variant on the fruit stand destructible object with a green awning texture.

-- fixed a few bugs.
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CraigStern

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Re: A new engine!
« Reply #654 on: July 05, 2019, 01:02:14 PM »

Had yesterday off for Independence Day; but now it's back to work!

-- gave artist feedback.

-- fixed: in the Cut Scene editor, if you removed dialogue from the current frame, the dialogue window would still be showing in the editor's preview pane afterwards as though nothing had changed.

-- fixed a bug that could cause the game to get stuck on the victory screen at the end of a battle.

-- fixed a really dumb typo that would sometimes cause characters to never have an available narration during nighttime activities, producing a range error.
« Last Edit: July 08, 2019, 02:12:58 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #655 on: July 08, 2019, 01:57:46 PM »

-- received, imported new single-width cliff face variants for the Cave tileset! Filled in their tile data.

-- received new cut scene background: Somnus home interior!

-- wrote some new attack bark variants.

-- the scenes overview in the campaign editor now shows little arrow icons for scenes containing a Next Scene attribute, and tells you the scene it's linked to on mouseover.

-- the skill editor now provides a visual preview of each skill's AOE pattern, generated dynamically based on the text entered.

-- the skill editor now throws an error if you try to save a skill that has no post-usage behavior (i.e. afterAtk) defined.

-- the skill editor now sets the affects field to Health  and the post-usage behavior field to End Turn automatically by default when creating a new skill.

-- fixed: the skill editor didn't have the post-usage behavior text field hooked up properly.

-- fixed a few edge cases in the game's autotiling logic.

-- fixed a bug in the game's MoveUnit and MoveUnitBy script actions that was preventing them from working correctly.
« Last Edit: July 08, 2019, 08:15:37 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #656 on: July 09, 2019, 03:08:04 PM »

-- finally settled on a name for this new game: Together in Battle!

-- grabbed the URL for the game's name.

-- drew up a contract for the game's box art with an artist I found on DeviantArt.

-- created all the directional variants for the single-width cliff face Cave tiles; created all the chasm, water, and lava transitional variants, and created all remaining tile data for the set.

-- commissioned sandstone (i.e. desert) texture variants on the existing Street and Cave tilesets.

-- new dialogue trigger: OnSkillSelected. This is an updated version of the old OnAttackSelect trigger. It has 3 parameters, any of which can be replaced by -ANY-: (1) skill name, (2) army number, and (3) character name. Dialogue will be triggered when the skill is selected by the named character on the specified army.

-- new script action: ClearSkills. This is like RemoveSkill, but it removes every natural skill the unit possesses. One parameter: unit name.

-- the game now implements the Exploration Mode condition, preventing the player turn box from showing up in battle, treating all units as movement 12, and never taking away steps from characters after they move.

-- weather effects now have different 3D start rotation to better match the camera perspective.

-- fixed: it was possible to see the "edges" of the weather effect area. Weather effects are now tied to the camera so they remain consistent regardless of map dimensions.

-- fixed a graphical glitch involving certain of the wooden fence 3D object assets.

-- updated the scripting for the first few scenes of Telepath Tactics to fit changes made in the new engine. The old campaign is now playable through to the end of the Training tutorial scene.
« Last Edit: July 09, 2019, 08:09:33 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #657 on: July 10, 2019, 11:24:48 AM »

-- finished up the Little Lava Cave multiplayer map using the new Cave tiles.

-- recreated the River of Fire multiplayer map in the new engine.

-- created generic Swordsman, Kineticist, Crossbowman, Engineer, Stone Golem, and Dark Spriggat characters for use with the multiplayer maps.

-- created a default roster for the above characters, along with a basic menu that lets you choose a map to play, in the Introduction scene for the Multiplayer "campaign."

-- in the Character Creator, the game now warns you when you have unsaved changes and you click New Character, Generate Character, or Load Character. If the current character is complete, the game will auto-save it for you before proceeding; if not, you'll be given the choice of abandoning your character or not.

-- fixed: the game could produce a null error when using the Generate Stats for Level window in the character editor.

-- fixed: the Character Generator would fail to generate a sprite set for generic golem characters.

-- fixed a graphical blemish on the generic male Kineticist portrait.

-- fixed: damage dealt to characters in allied armies was counted towards your Damage Dealt for scoring at the end of battle.

-- fixed: it was possible to erase Damage Taken (or even end up with negative Damage Taken!) on the scoring screen at the end of battle through healing one's characters.
« Last Edit: July 10, 2019, 08:42:37 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #658 on: July 11, 2019, 03:03:03 PM »

-- the game now auto-creates Multiplayer as a custom campaign directory with the default multiplayer maps inside of it when you first run the game. (Because it's a custom campaign, they're all fully moddable!)

-- created a new 2-player multiplayer map: Doublebridge!

-- created a single-player variant of Doublebridge as the first League 1 battle in the main campaign.

-- updated the main campaign so it acknowledges when you've advanced to League 1; wrote new Arena dialogue introducing League 1 and Doublebridge.

-- reapportioned items from the "universally available" list to the individual campaigns lists to give greater control over which items spawn in which campaigns. (And in particular, to better control the contents of random item drops in Multiplayer.)

-- the game no longer displays step counts when mousing over move tiles in exploration mode, as character movement is unlimited; it now instead displays the sprite corresponding to the character's move type.

-- in exploration mode, the blue boxes in the move tiles are now invisible, making it feel like much more of a natural point-and-click movement experience.

-- after you click to move in exploration mode, the game camera now auto-pans to center on the destination so you don't have to constantly finagle the camera.

-- when you click on a character who isn't in your army while in exploration mode, instead of displaying orange movement tiles, the game now has your selected unit walk over to the closest space adjacent to that character. If they're already adjacent, the game will check if the selected character can initiate an OnTalk-triggered dialogue with the clicked character--if so, the game will automatically initiate said dialogue.

-- the game can now be toggled dynamically between combat mode and exploration mode using the AddCondition and RemoveCondition script actions.

-- fixed: the stats window in the Character Creator was missing the Perception stat.

-- fixed window positioning in a couple of submenus in the map editor.

-- fixed: you could end the turn while in exploration mode.

-- fixed: the game would apply normal post-usage behaviors to skills used while in exploration mode, resulting in characters becoming unusable after using an End Turn skill.
« Last Edit: July 11, 2019, 03:28:05 PM by CraigStern »
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CraigStern

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Re: A new engine!
« Reply #659 on: July 12, 2019, 03:33:42 PM »

-- the game now hides the dialogue screen and pauses execution of remaining queued up script actions while characters perform MoveUnit and MoveUnitBy actions. (Specifically, it pauses after the last such action executed in a batch so that multiple characters can be scripted to move simultaneously.)

-- the game no longer displays tooltips for bridge chunks spawned on land tiles (which exist in many maps for aesthetic reasons).

-- new, optional fourth parameter on the MoveUnit action: second character name. If you name a character on the battlefield, the unit you're moving will move to the closest adjacent space relative to the second named character.

-- created new "move-and-attack" cursor graphic. Set it up in the game so it can be called as a new cursor at runtime.

-- fixed: if you saved mid-battle and non-repeatable dialogue with a blank Conv ID had previously triggered, upon reloading, every dialogue without a Conv ID would be removed. For non-repeatable dialogue with a blank Conv ID, the game now stores it (and removes it) by its trigger and trigger params instead.

-- fixed: right-clicking a character and having them use an item would not result in the game treating that character as selected if they weren't already, but it would change the contents of the Actions Bar as though the character was selected.

-- fixed: transitioning directly from one save-enabled battle scene to another without an army having attained victory would result in the game misinterpreting the save as a mid-battle save, essentially trapping the game into the current scene forever.
« Last Edit: July 12, 2019, 07:07:15 PM by CraigStern »
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