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Together in Battle Dev Log

Started by CraigStern, February 06, 2020, 05:37:30 PM

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CraigStern

  • when loading an existing map within the map editor, the editor's camera now automatically pans to the center of the newly loaded map.
  • the map editor now supports drawing exit areas directly onto the map for scenes with Free Movement and Exploration Mode.

CraigStern

#1096
  • the NewScene script action now has three new, optional parameters: Spawn Y, Spawn X, and Spawn Direction. For Free Movement maps, these affect where on the map the free mover spawns and what direction they'll be facing when they do.
  • the NewScene reply type now has the same new, optional parameters as the NewScene script action.
  • the Path and Patrol unit tags now function in Free Movement mode. Every 3 seconds, if the tagged character isn't already moving, they'll move to the next area in their sequence. These tags take precedence over Wander (if a character has both behaviors, they'll revert to using Wander after Path / Patrol is removed).
  • new sound effect added: Sword Draw.
  • new unit property added: lootedSound. Defines the sound they make when they're looted (currently, by way of the Chest and Chest Locked triggers).

CraigStern

  • fixed some issues with bridge placement over hazard tiles in the map editor.
  • bridges placed over hazard tiles in the map editor are now automatically placed not just 1 level above the hazard, but at the elevation of the lowest adjacent tile that is above the hazard. (So if, for example, a tile of water is flanked by two other water tiles and two cliffs at elevation 4, placing a bridge there will place it at elevation 4, even with the cliffs.) Only if there are no adjacent tiles above the hazard will the bridge placement default to 1 elevation above the hazard.
  • bridges placed in the map editor are now automatically generated with an appropriate Elev tag.

CraigStern

#1098
  • streamlined the actions bar UI a bit. The terrain inspector button has now been moved the the main options menu, as it's really not something players will be using most of the time during play. Meanwhile, the Open/Close Door button has been absorbed into the Use button, as it really only needed to be a separate button for an extremely rare (and in the main campaign, wholly unused) scenario where a door had a separate Use trigger on it that did something other than simply opening or closing the door.
  • added a new, dedicated Inventory button to the Actions Menu that, when clicked, opens a small sub-window containing the selected character's inventory, allowing you to use/drop/give items without opening up the entire character screen.
  • new trigger type specific to free movement mode: Contact. Runs a script when the player makes physical contact with the tagged unit. (Note that this only works for characters and impassable objects--for objects the character can freely walk onto like fire, traps, or rugs, the correct trigger to use is still Pressure.)
  • fixed: in the dialogue and script editor, swapping the positions of actions within a script could produce a range error if either action lacked parameters.
  • fixed: localization for actions bar buttons was not working as intended.
  • fixed: it wasn't possible to add triggers to a proc gen character.

CraigStern

  • added gamepad support to the new in-battle "quick view" inventory window.
  • created a new, deterministic 2D "grid" framework for multi-axis gamepad menu navigation that doesn't depend on error-prone floating point math or Unity's inscrutable opinions about where UI elements reside in global space; used it to get gamepad menu navigation working in the "quick view" inventory window.
  • fixed: the positions of the weapon selector buttons in the gamepad menu logic were switched, resulting in the gamepad inappropriately selecting the "previous weapon" button before the "next weapon" button when moving left from the selected character's skills in the actions menu.
  • fixed misaligned gamepad cursor positioning when using the weapon selector buttons in battle.

CraigStern

#1100
  • the game now supports two layers of nested submenus for gamepad UI.
  • when playing with gamepad, the game now remembers the last skill you selected with the current character when you return focus to the actions bar; that now only resets when you select a different character.
  • finished breaking out the core of free-movement exploration logic into its own distinct handler class to avoid impacting performance during all other modes (while still seamlessly interfacing with existing, grid-based logic for moving NPCs and handling other core functions).

CraigStern

#1101
  • slimmed down the size of in-battle unit tooltips so they don't obscure as much of the screen.
  • fixed: when playing with gamepad, unit tooltips no longer pop up when targeting an attack or skill.
  • the shops window within the cutscene and map editors now has Delete and Clone buttons for each shop, making it much easier to create and manage shop variants.
  • new destructible objects added: Sign, Sign Small, and Message Board, each with multiple variants.

CraigStern

#1102
  • new unit tag: MoveSpeed. This affects how quickly a character moves from space to space; it overrides global movement speed settings.
  • new unit tag usable only in Free Movement mode: MoveTime. This sets the number of seconds between moves for an NPC that has a movement behavior (i.e. one tagged with Wander, Patrol, Path, or Guard tags).
  • in Free Movement mode, the Guard tag now causes the tagged unit to periodically move until they are adjacent to the target unit.

CraigStern

#1103
  • there is now a small delay when mousing over a character before the game displays a tooltip for them--and a somewhat longer delay when mousing over an object. This keeps tooltips from obscuring the battlefield unless and until the player shows that they intend to inspect something by lingering over it for a moment.
  • there is now a significantly longer delay when moving the gamepad selector over a character before the game displays a tooltip for them--and an even longer delay when mousing over an object. This should help keep the game from spawning tooltips before the camera has caught up to the selector (a phenomenon that sometimes obscured important battlefield info).

CraigStern

  • in Free Movement mode, walking into a character or pushable object for 0.75 consecutive seconds will cause the free mover to shove them (provided that the space behind the person or thing to be shoved is clear). This allows the player to escape when wandering characters get in the way, and also allows for easy implementation of block-pushing puzzles.

CraigStern

#1105
  • in battle, mousing over an enemy now displays their move-and-attack range for as long as they remain moused over.
  • in battle, the background images of character tooltips are now semi-transparent to allow continued visualization of what lies behind them on the battlefield.
  • in Free Movement mode, walking into a closed door (i.e. one that is not locked) will automatically cause the door to open.

CraigStern

#1106
  • fixed: when playing with gamepad, the game would override selection of a main menu button within the first second or so of the intro cinematic being over, forcing the player to click a second time.
  • fixed: when playing with gamepad, using a healing item in battle would cause a static health bar representing the character's prior health to partially overlay the animated health bar representing the health recovery--and it would remain onscreen after, reflecting an outdated health total.
  • refactored some extremely old code for better performance when altering various properties of a unit's gameobject.
  • fixed: localized text for actions bar button tooltips could spill over the intended display area.
  • new map editor feature: Draw 4 Walls Mode. There is now a checkbox within the New Object window in the map editor that turns on "Draw 4 Walls Mode"; when turned on, the available objects are limited to walls. Selecting one will bring you back to the map, at which point you can freely drag a rectangle onto the map--when the mouse button is released, the outer edges of that rectangle will be auto-filled with walls of the chosen type, all oriented correctly and meeting with the correct pieces at all four corners. In this way, you can now create buildings and interior structures much more quickly and easily.

CraigStern

  • When drawing in Draw 4 Walls Mode, drawing a line instead of a rectangle will produce a single wall facing the correct direction.
  • When drawing in Draw 4 Walls Mode, the game will now automatically adapt intersecting, perpendicular walls of the same type.

CraigStern

  • doubled the maximum zoom-out in the map editor.

CraigStern

  • doubled the rate at which caravan guard job pay increases with total days passed in the campaign.
  • nearly doubled the rate at which cave exploration job pay increases with total days passed in the campaign.
  • replaced sphere colliders on walls and caravan wagons with box colliders that better fit their shape.