Author Topic: Developer's Log  (Read 369583 times)

Offline CraigStern

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Re: Developer's Log
« Reply #945 on: August 20, 2015, 01:45:13 PM »
- fixed the bug where characters killed in Casual Mode would duplicate in the saved game files (along with their attacks and inventory) going forward into subsequent battles.

Offline CraigStern

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Re: Developer's Log
« Reply #946 on: August 20, 2015, 01:56:20 PM »
- fixed a typo which caused apples to restore energy when used.

Offline CraigStern

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Re: Developer's Log
« Reply #947 on: August 20, 2015, 07:27:38 PM »
released version 1.043

Offline CraigStern

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Re: Developer's Log
« Reply #948 on: August 21, 2015, 11:03:02 AM »
- fixed screen being off-center when game starts up in fullscreen scaled mode.

- buffed up the Mechanic Captain at the start of the Tarion battle, gave Tarion a wall of three Greater Red Spriggats to keep him from being KO'd on turn 1 via the adrenaline pill exploit (and to make the final approach to his location somewhat more challenging).

Offline CraigStern

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Re: Developer's Log
« Reply #949 on: August 21, 2015, 01:44:46 PM »
I've just laid the groundwork for persistent, procedural dungeons (i.e. where the game remembers each floor and recreates it when you traverse up and down levels). Here's what we've got:

- procedural level generation now takes a seed parameter, meaning that it can now consistently reproduce a generated level! The new, tenth parameter is seed, a number. Feed it the exact same parameters 1-9 and then the same seed, and it'll remake the level exactly. (Leave the seed parameter blank if you want the game to supply its own seed.)

- game now saves and loads the current seed at the start of a scene! This two immediate consequences: first, you can no longer juke the RNG, getting different results out of the same set of actions merely by reloading a battle; and second, reloading a procedurally generated battle will now produce the same exact battlefield no matter how many times you do it, as the seed will remain consistent between reloads.

- new dialogue action: SetSeed. This has one parameter: a number. When this action is run, the seed is set to your chosen number.

- new special character: -SEED-. The game will automatically replace this character with whatever the current seed value is. (Note that the seed value changes every time the game generates a random number, so you'll need this to find out the current seed even if you'd set the seed to something specific at the start of the battle!)

- new special character: -STARTSEED-. The game will automatically replace this with whatever the seed value was when the scene first loaded.

- updated the manual with documentation on seeds.
« Last Edit: August 21, 2015, 02:00:25 PM by CraigStern »

Offline CraigStern

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Re: Developer's Log
« Reply #950 on: August 22, 2015, 10:57:24 AM »
- fixed bug where an incorrect Silithis ending shows up if you end the game with Silithis dead and Sarn Kamina alive.

Offline CraigStern

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Re: Developer's Log
« Reply #951 on: August 24, 2015, 10:35:02 AM »
- added in a check to make sure the game doesn't accept non-numbers when loading up a saved seed. (If something that's not a number erroneously gets saved as the starting seed, the game will now just generate a new one.)

- added in code to have the game's menus adjust position to remain mid-screen when the game is scaling up its graphics.

Offline CraigStern

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Re: Developer's Log
« Reply #952 on: August 25, 2015, 09:40:27 AM »
- fixed a bug in which the first character in the <CharacterData> section of the saved game file would mistakenly be saved as the starting seed, causing the game to behave as if they'd been wiped from the saved game entirely.

Offline CraigStern

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Re: Developer's Log
« Reply #953 on: August 26, 2015, 08:49:42 AM »
released version 1.044

Offline CraigStern

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Re: Developer's Log
« Reply #954 on: September 02, 2015, 07:23:01 AM »
Made a change to help me figure out what's going on with the display issues some people are having:

- You can now generate a log anywhere, not just when you're in battles.

Offline CraigStern

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Re: Developer's Log
« Reply #955 on: September 09, 2015, 02:43:43 PM »
I've been experimenting with reworking the procedural level generation algorithm so that it doesn't require rooms of uniform size; I've got it mostly working pretty well now, though I expect that I'll be saving the improved algorithm for a different game, as it would likely break existing procedural levels in Telepath Tactics if I were to introduce it in an update.

Meanwhile, in proper Telepath Tactics news:

- added a check to the isAttackGrantedByEquipment method to prevent errors.

Offline CraigStern

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Re: Developer's Log
« Reply #956 on: September 10, 2015, 10:47:32 AM »
- turned on logging during save file creation to help me catch bugs.

Offline CraigStern

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Re: Developer's Log
« Reply #957 on: September 10, 2015, 02:58:49 PM »
- fixed a bug in which saving a game in a new slot would cause the game to freeze if the save in question did not contain a value for the starting seed.

Offline CraigStern

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Re: Developer's Log
« Reply #958 on: September 12, 2015, 10:32:43 AM »
- fixed some issues with the game's camera behaviors related to scaled / unscaled fullscreen modes.

Offline CraigStern

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Re: Developer's Log
« Reply #959 on: September 12, 2015, 10:36:09 AM »
released version 1.045