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Author Topic: Together in Battle Dev Log  (Read 1476 times)

CraigStern

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Re: Together in Battle Dev Log
« Reply #30 on: March 24, 2020, 05:35:59 PM »

Phew! All right, I'm back. I had to take a little bit of a mental health break there while I adjusted to our new, weird, quasi-apocalyptic real-life circumstances vis-a-vis the coronavirus. But I'm ready to continue development now. Here's what I got done today:

-- wrote new attack and victory barks, focused mainly on characters with the gambler life skill.

-- improved the game's sound and visual effects when characters land on a chasm tile. The impact sound is now a dropping whistle, and they visually fade to black to simulate their fall into the darkness.

-- camera shake values from different sources of damage landing at the same time are no longer cumulative--the largest shake duration and magnitude value from any one source are used, and the other values are ignored. (This fixes situations that have resulted in annoyingly long camera shake.)

-- fixed: multiple different health bars spawned when attacks that dealt damage multiple times landed; the game now consolidates all damage into one health bar (and the same for energy effects).

-- fixed: the impact sound was being played twice upon landing on a space after a knockback or move ability.

-- fixed: it was possible for the dialogue menu to throw a null error under certain circumstances.
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CraigStern

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Re: Together in Battle Dev Log
« Reply #31 on: March 25, 2020, 07:47:22 PM »

-- fixed: getting thrown onto a bridge or other destructible object sticking out of a chasm would result in the game treating that character as if they'd been thrown into the depths of the chasm.

-- fixed: characters could get knocked onto objects and bridges located over chasm tiles, and the game would still treat the end elevation as if it were the bottom of the chasm.

-- fixed: flying characters would fade to black when shoved or pulled over a chasm tile even though they didn't take falling damage.

-- fixed: it was possible for the same enemy death from a multi-damage-source attack to trigger a victory bark more than once.
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CraigStern

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Re: Together in Battle Dev Log
« Reply #32 on: March 26, 2020, 01:26:42 PM »

-- improved the the promotion screen design to make it easier to tell what class you're selecting for promotion.

-- proc gen characters with a forced class now derive their available potential species from class info rather than from a hard-coded list.

-- added an appropriate sound effect to the Shove skill.

-- getting moved onto a bridge or destructible object in the middle of a hazard tile now produces smoke puffs as if the character had been moved onto ordinary land.

-- characters that lose Flying status (whether from the Heavy status effect or something else) over a chasm tile now drop in and take fatal falling damage appropriately.

-- fixed: the character generator was not obeying the "force species" restriction for procedurally generated unique characters.

-- fixed: there are no longer impact sparks upon landing in a chasm tile from being pulled, shoved, or thrown.

-- fixed: improper compression settings on certain frost spriggat sprites were preventing palette swapping.
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CraigStern

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Re: Together in Battle Dev Log
« Reply #33 on: March 28, 2020, 11:26:13 AM »

-- fixed: Gravity Spike and other Heavy-causing skills of element Falling would damage destructible objects with passability of flying as if they were flying characters.
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CraigStern

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Re: Together in Battle Dev Log
« Reply #34 on: March 28, 2020, 01:58:30 PM »

-- rewrote the placeholder "create ice bridge" routine. Ice bridges are now created at the skill's moment of impact, with an attendant sound effect and shower of snow particle effects.

-- some further aesthetic improvements to "falling into a chasm" moments: status effect icons no longer appear as the character is falling, and the screen shake is greatly toned down.
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CraigStern

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Re: Together in Battle Dev Log
« Reply #35 on: March 29, 2020, 12:30:33 PM »

-- changed the formatting on serialized character dialogue lines to support vertical bars for use with special characters like PICK{}.

-- fixed the knockback timing on the spriggat Dive skill.

-- fixed a rogue hotkey that was interfering with normal typing in the map editor.

-- fixed: any proc gen dialogue that used formatting within variants would produce strange results.
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CraigStern

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Re: Together in Battle Dev Log
« Reply #36 on: April 02, 2020, 03:53:32 PM »

Finished up a shorter (1:08 long) Together in Battle trailer for Steam. I've tried to upload it 4 or 5 times now, each time unsuccessfully. Trying one more time...
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