Author Topic: Together in Battle Dev Log  (Read 20517 times)

Offline CraigStern

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Re: Together in Battle Dev Log
« Reply #300 on: September 05, 2021, 06:07:02 PM »
-- got the scripted event where an enemy engineer places explosive charges in the Coria Bridge Battle map working!

-- added IfPathClearRun to the game. Battle only; this checks to see if the named character has a clear path to a specified set of coordinates. If so (or if Reverse Match is set to true), the specified script(s) is(are) run. Parameters: Character Name, Y Coordinate, X Coordinate, Script Name, and Reverse Match (true or false -- optional).

-- you can now designate -ANY- as the character for IfInAreaRun and IfInAreaGoTo.

-- when spawning a new unit via a script in the middle of an AI turn, the AI now adds the unit to its list of potential targets.

-- fixed: some of the code governing the operation of a TargetPreference tag in AI could lead to the game freezing.
« Last Edit: September 05, 2021, 09:01:35 PM by CraigStern »

Offline CraigStern

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Re: Together in Battle Dev Log
« Reply #301 on: September 06, 2021, 11:01:20 AM »
-- updated the scripting governing timing of pop-ups and morale bars during events in Together in Battle.

-- golem portraits are now displayed 15% larger in dialogue to give a more accurate sense of scale.

-- fixed: camp dialogue was creating a duplicate of the second character's portrait on branch 1.

-- fixed: infinite loop detection wasn't accounting for the game's various Wait actions. It now resets to zero whenever a Wait-style action is executed.
« Last Edit: September 06, 2021, 11:33:26 AM by CraigStern »

Offline CraigStern

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Re: Together in Battle Dev Log
« Reply #302 on: September 08, 2021, 04:25:47 PM »
-- doubled the camera zoom-in speed when an attack is initiated; cut the delay before initiating the skill animation by more than half when combat camera zoom is enabled.

-- adjusted some more of the Coria Bridge Battle scripting.

-- attack tiles for building bridges now always appear at the builder's own elevation.

-- new tag type: MoveFirst. During its turn, the AI will always move all characters tagged MoveFirst before moving its remaining characters.

-- finally finished getting the Coria Bridge Battle working in the Vengeance of Emma Strider campaign.

-- fixed: the game would process environmental and status effect damage at the same time as triggered OnTurn dialogue.

-- fixed: the game was spawning flyers too high above water due to some holdover code I forgot to nix.

Offline CraigStern

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Re: Together in Battle Dev Log
« Reply #303 on: September 09, 2021, 02:12:24 PM »
-- remade Red's portrait using the new proc gen portrait assets.

-- improved some of the scripting in the Training and Zash and Red battles.

-- fixed: the game would not re-highlight the selected character upon conclusion of a non-turn-ending attack.

-- fixed: Unity had broken a component in cut scenes that was required for the NewRoster level tag to work.

-- fixed: loading up premade characters in the character editor could produce a null error if the character had no inventory defined.

-- fixed: the game would treat combat barks as available if the character had completely blank atkBarks, vicBarks, etc. attributes contained in PreMadeUnits.xml.

Offline CraigStern

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Re: Together in Battle Dev Log
« Reply #304 on: September 09, 2021, 07:51:33 PM »
-- got the Coria cut scene working in the Vengeance of Emma Strider campaign!

-- added Photokurios sprites into the game.

-- added new parameter to MoveCam script action: Speed. (By default, this is 1.0.)

-- added sound effect when changing browsing categories in the shop interface.

-- wrote some more attack barks for Jokester characters. :D

-- fixed: the dialogue menu would still accept inputs while characters were moving around onscreen.

-- fixed: talk symbols produced by the AssignSpeaker action would disappear and not reappear again after scripting character movement during dialogue.

-- fixed: it would play the "clicked move tile" sound effect when doing scripted movement during dialogue.

Offline CraigStern

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Re: Together in Battle Dev Log
« Reply #305 on: September 10, 2021, 10:47:07 AM »
-- got the Merchant 3 cut scene working in the Vengeance of Emma Strider campaign.

-- finished adding Fencer and Mantis Knight sprites into the game.

-- added Bowmaster sprites into the game.

-- added Mindjacker sprites into the game.

-- barks for premade characters now support facial expressions.

-- documentation for adding facial expressions to barks added to character creator.

-- added facial expressions to every victory bark within the Telepath Tactics cast.
« Last Edit: September 10, 2021, 10:55:33 AM by CraigStern »

Offline CraigStern

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Re: Together in Battle Dev Log
« Reply #306 on: September 11, 2021, 10:47:52 AM »
-- if an army has no characters available for that player to control, the game now skips directly over that army's turn without displaying the new turn box.

-- if a character is on top of an item sack, mousing over them now displays the items in the sack at the bottom of the character tooltip.

Experimented with some changes to make maps with extreme elevation differences more playable:

-- tilted the camera an extra 10 degrees closer towards an overhead view; this allows a 0-elevation space to still be visible (and selectable!) behind 3-elevation terrain. This had a bunch of really annoying knock-on effects throughout the engine that I spent hours addressing, but I seem to have gotten it all sorted out now...fingers crossed.

-- mousing over a cliff face now treats the selector as though it were over the space directly below it.

-- fixed: the idle "breathing" animation somehow got removed from the character animation controller.

-- fixed: the game was not serializing and deserializing army AI profile information correctly during mid-battle saves.
« Last Edit: September 11, 2021, 01:38:30 PM by CraigStern »

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Re: Together in Battle Dev Log
« Reply #307 on: September 13, 2021, 07:30:56 AM »
-- added army AI profiles to each of the battles currently in Together in Battle.

-- added a light animation selector to the Light Properties window in the map editor. Lights can now be designated Static, Flicker, or Pulse.

Offline CraigStern

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Re: Together in Battle Dev Log
« Reply #308 on: September 13, 2021, 04:30:28 PM »
-- created separate visual effects for the level 1 and level 2 breath attacks to match their respective attacks' range.

-- fixed a ton of skill visual effects that no longer aligned correctly after the Great Camera Tilting of Two Days Ago.

-- fixed compression settings that were making a few of the visual effects look bad.

-- fixed an annoying behavior where the game would switch the active character after using a skill in Exploration Mode with multiple characters under the player's control.

-- fixed: self-move attacks (like Charge) were still delaying the self-move  by 1 additional second for combat zoom-in even though combat zoom-in had been cut by more than half, leading to incorrect timings.

-- fixed: skills affecting Max Health or Max Energy (e.g. Static Shield) did not correctly display the stat's icon in pop-up text.

-- fixed: Energy-draining attacks were rolling over into Health damage when taking Energy below 0 not just for characters, but for destructible objects as well.

-- fixed: it was possible for animating bars to produce an NaN error by starting with a scale determined through dividing by 0 when using Energy-reducing skills on targets with 0 energy.
« Last Edit: September 13, 2021, 04:51:08 PM by CraigStern »

Offline CraigStern

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Re: Together in Battle Dev Log
« Reply #309 on: September 15, 2021, 02:16:04 PM »
-- fixed scripting in the Coria Dogs - Ground Floor battle in the Vengeance of Emma Strider campaign.

-- rewrote (and optimized) the code for determining where characters can target their attacks. In the process, fixed: ranged attacks could pass through walls under certain circumstances.

-- fixed: health bars were no longer displaying above 3D objects.

-- fixed: unit tooltips would display for units below the actions bar when mousing over the actions bar.

-- fixed: the status effect displayer for units could clip through walls behind the unit.

Offline CraigStern

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Re: Together in Battle Dev Log
« Reply #310 on: Yesterday at 05:01:33 PM »
-- the game now pans the camera to AI characters using an item before moving.

-- fixed: the game could freeze if the computer tried to score moves for an AI-controlled character with duplicates of the same skill.

-- fixed: non-flying units in liquid were not spawning down within the liquid.