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Developer's Log

Started by CraigStern, February 11, 2013, 07:19:44 PM

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CraigStern

--fixed a pretty nasty bug that was affecting frozen and burning characters

--poisoned characters now turn green

CraigStern

--wrote a new cut scene explaining why Teresa and Phoebe and Lord Dakarai continue to travel with Emma, and explaining a bit more of their backstory (the dialog changes depending on which of them is left alive)

CraigStern

--received the last of the promoted unit walk cycles! :)

--finished the Puppetmaster's kinetic pull animation

CraigStern

--finished the Puppetmaster's Levitate animation. The Puppetmaster's attack animations are now complete!

CraigStern

--fixed a bug in which the game would accidentally set character sprite width to some unreasonably large number, thereby preventing the game from scrolling the camera properly during cut scenes

--fixed a bug that was making the apple-picking battle unbeatable

CraigStern

--finished animating attacks for the Shadowheart and Skiakurios classes!

--created a couple of new cut scenes

CraigStern


CraigStern

--the spriggat Claw attack has been changed so that the attacker can keep moving afterwards, a la Lance and Bow. This should help improve spriggat survivability in combat pretty dramatically, and make Meridian easier to use in advance of acquiring wing armor

--created enemy classes for procedurally generated dungeon exploration: ghosts, spooks, apparitions, decrepit stone golems, and decrepit bronze golems

CraigStern

--created a cut scene leading into an optional, procedurally generated dungeon-delving side mission

CraigStern

--made a change to the ItemDrop script action. If you provide parameters that do not match existing item names, the game will just select items at random from the full list of all available items, weighted by their commonality parameters.

--created a rough draft of the dungeon-delving mission

CraigStern

--new script action: SpawnRandomly. Allows you to dynamically spawn a character or destructible object on a free space on the battlefield, chosen randomly by the game. The game will pick a space that is passable by non-flying characters, unoccupied by other characters, and free of any non-bridge destructible objects. Unlike with the ItemDrop action, SpawnRandomly will not enforce a minimum spawn distance away from other characters, so beware!

The parameters are the same as with SpawnChar, but minus the X and Y coordinate parameters: team number; the name of the character to spawn, with a colon delimiting the first and last name; the direction to face upon spawning; trigger (optional); and tags (optional).

CraigStern

--replaced the placeholder background for the game's settings menus with a proper bitmap background

--added a new section to the Telepath Tactics manual detailing the vocabulary and grammar of the lissit language (for those players who want to have fun figuring out what the lissit characters are actually saying when they speak their native tongue in the campaign)

CraigStern

--completed rough drafts of the animations for the Specter promotional class.

CraigStern

--created sea and beach sounds, to be added to the game as loops

--fixed a bug which prevented me from linking to procedurally generated levels using the NewScene reply type

--fixed a bug where character portraits were appearing in the wrong spot during dialog branches with multiple reply options

CraigStern

--fixed a bug in which swapping the positions of a mandatory character with a non-mandatory character during deployment mode would allow you to then swap the mandatory character off the battlefield entirely