News:

Welcome to the new Sinister Design forums!

Main Menu

Dev Log

Started by CraigStern, December 15, 2021, 10:08:42 AM

Previous topic - Next topic

CraigStern

More boring (but essential!) marketing work; individually emailed dozens of press outlets, Youtubers, and streamers about Telepath Tactics Liberated and lined up coverage.

-- received the final mix of the music track Conspiracy from Ryan, added it into the game.

CraigStern

Spent more time on marketing work; got a number of Youtubers and streamers interested in covering the game! Now, it's back to finishing up the game itself. :)

-- got gamepad controls working on the title screen and its various menus.

-- improved gamepad behaviors for navigating 2D menus non-linearly.

-- added the actions bar and save menu to the 2D menus controllable with the gamepad in battle.

-- got the right joystick on a Logitech Dual Action controller working for freely panning the camera around in battle.

-- fixed: the game wasn't applying the correct palette when palette-swapping destructible objects with army colors.

CraigStern

-- when using a gamepad in battle, you can now move the selector around with the left joystick and "click" the space the selector is over.

-- fixed: the formula to determine coordinates based on the current camera position hadn't been updated to account for the 10-degree camera tilt from a few months back, and contained an algebraic error besides.

CraigStern

#18
-- the "everyone must survive" objective in Adelbrae Battle is now only present when the game is played with Permadeath rules on.

-- when using a gamepad in battle, you can now select tiles by pressing "A" on the space the selector is on.

-- added in inputs for the remaining two non-directional gamepad face buttons as well as the two shoulder buttons.

-- you can now access and navigate the Actions Bar in battle using a gamepad and "exit" back to the battlefield.

-- you can now open the character screen using a gamepad and "exit" back to the battlefield.

-- you can now auto-cycle to the next character on the battlefield using a gamepad.

-- you can now change the camera zoom level using a gamepad.

-- moving the selector over movement tiles, attack tiles, and other tiles with a gamepad now causes the tiles to react as if they had been moused over.

-- moving the selector offscreen with a gamepad now causes the camera to auto-pan over to the selector.

-- fixed: you could build up so much speed panning with the joystick that the camera would take seconds to actually slow down and respond to alternate inputs.

-- fixed: pressing the left joystick softly did not result in the selector moving.

CraigStern

-- the game camera now auto-pans to keep up when you're moving the selector around with the gamepad.

-- when you select a skill, the game now auto-positions the selector over an attack tile. (For Shield skills, an attack tile containing an ally; for non-Shield, non-Move, non-Create skills, an attack tile containing an enemy; and for Move or Create skills, an attack tile where no characters are present.)

-- added gamepad support for the various yes/no pop-up confirmations in battle.

-- began adding in different button layout profiles for different controllers.

-- began adding gamepad support for the reserve supplies screen.

CraigStern

Sent out more marketing emails.

-- created 11 Steam achievements with custom graphics for each.

CraigStern

Corresponded with Steam support about how to provide a free copy of TTL to owners of the original Telepath Tactics.

-- created an image for the executable file.

CraigStern

-- fixed alignment on Swordman's, Fencer's, Emma's and Sabrina's Double Strike animations.

-- fixed alignment on Shadowheart rest and cast animations.

-- fixed alignment on Gasul's up-facing rest pose.

CraigStern

#23
More marketing work. Also:

-- fixed a typo in one of the Sarn Kamina recruitment dialogues that caused Sarn Kamina's portrait to not display.

-- fixed alignment on Mentalist cast animations.

-- fixed alignment on Photokineticist rest and cast animations.

-- fixed alignment on Spriggat rest animations.

CraigStern

-- began adding gamepad support for the shop interface.

-- fixed fake cursor placement for various menus in gamepad mode.

CraigStern

#25
More marketing stuff.

-- expanded the vocabulary for lissit a bit more. :)

-- returned to putting a very, very basic (but functioning!) local multiplayer into the game. There are four maps; all are free-for-all with random item drops once a round. Each player uses the same randomized lineup of units. You can play against humans or AI.

-- fixed: Elongated weapons did not extend attack range for 1-range skills.

-- fixed: stat changes from an ongoing status effect would be erased upon promoting or class-changing a unit despite the status effect effect remaining active.

-- fixed: status effects were not getting removed from characters after falling in battle; kinda noticeable when not playing with permadeath on!

-- fixed: certain skills incorrectly described the effect of Move Bonus as +50% movement rather than +40%.

--fixed: NewBranch and LastBranch could each produce game-breaking errors if called without an integer number parameter.

CraigStern

#26
-- the AI, army name, color, and AI profile attributes for map-specific army info now support special characters, allowing you to set these things via reference to a string variable or list entry.

-- fixed: the Run reply type was not playing nice with script parameters.

-- finished recreating all of the generic unit types for local multiplayer.

-- fixed a handful of scripting errors in the "main menu" scene for multiplayer.

-- fixed: Recruit could produce a game-breaking error if called without a valid integer number parameter.

-- fixed: if a character used Juxtapose and a second character somewhere on the battlefield had the same name as the character using Juxtapose, that second character could be swapped onto the target space instead of the Juxtapose user.

CraigStern

-- fixed: the camera would move up and down almost imperceptibly when panning forward and backward, resulting in the camera height getting out of whack when panning against the pan boundaries.

-- fixed: the character screen at the end of creation in the Character Creator was positioned in such a way as to make the Back button almost totally invisible.

CraigStern

-- fixed: Lakshmi Bana was giving Scarlet Etoile's death line if she fell during the Caravan Battle.

-- fixed: Leon Hart dialogue warning of reinforcements during Clash at the Mines Entrance would still show up if he had died.

CraigStern

Playtested over the weekend, made note of some further things to fix.