Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

891193 Posts in 33529 Topics- by 24768 Members - Latest Member: jonny2027

June 19, 2013, 06:38:11 AM
TIGSource ForumsDeveloperFeedbackDevLogsTelepath Tactics (Now with an ALPHA DEMO!)
Pages: 1 ... 28 29 [30] 31 32 ... 53
Print
Author Topic: Telepath Tactics (Now with an ALPHA DEMO!)  (Read 54770 times)
Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #435 on: June 07, 2012, 04:49:36 AM »

I was testing the game on my netbook, and noticed a very slight (but still noticeable) pause between steps when characters moved on maps with a lot of other characters.

I attribute this to the fact that the game currently sorts the depth of every character and object on the battlefield with each step. You wouldn't see the pause on anything like a decent modern computer, but I want this to run smoothly even on low-end netbooks, so I've been writing a more efficient depth-sorting method to use during character movement. I just finished a build where it seems to be working; now, to test it on the netbook and see if it eliminates the pause.
Logged

Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #436 on: June 07, 2012, 06:13:13 AM »

Confirmed: I just tested a big map with 132 characters on my netbook, and movement is once again silky smooth. Stuttering eliminated! Smiley Hand Thumbs Up Right
Logged

Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #437 on: June 07, 2012, 08:54:52 PM »

I should have known that would be too easy. Tired Just spent the evening working out bugs in the new depth-sorting system; am going to try to get it done before tomorrow's playtesting party.

In the meantime, I've changed the fog of war tile graphics once more to make the fog tiles easier to see, and increased the size of the font used in pop-up info to aid legibility. Neither of these changes is final--they're just stopgaps until I settle on final designs.

Logged

Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #438 on: June 08, 2012, 03:25:09 PM »

Phew! More bug fixes!

I just fixed an AI issue where Mentalists would sometimes altruistically rescue enemy characters stranded in water or lava. (The algorithm was designed to weed out zero-damage attacks, but the game saw those as negative-damage attacks; adding a single less-than symbol fixed that one.)

I also fixed most of the issues with the depth-sorting; there's still one really rare instance where it sticks the character in the wrong index position, but I'm having trouble reproducing it. Maybe someone will have a chance to catch it during the playtesting tonight.

Speaking of which, toodle-oo for now: I have guests to wait for!
Logged

Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #439 on: June 09, 2012, 07:34:05 AM »

Last night's playtest party was awesome! There were only a few bugs to speak of, and I got a ton of useful feedback on the UI.

There are so many good ideas here, I think I'll be busy improving the game for a while. One thing lots of people wanted--and which I have now successfully added into the game with little difficulty--is a "cancel out of each menu" hotkey. The Esc key now holds that distinction. More to come!
Logged

Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #440 on: June 09, 2012, 01:13:45 PM »

Another improvement: when the game presents a pop-up notification that the player has to click to continue, the player can now click anywhere on the screen instead of having to actually click on the box. (That might sound dumb, but you'd be amazed how many people had a hard time with that.)

I've also restructured the way menu navigation works a bit, made it so the option to see a character's inventory appears only if they have items, and fixed a nasty little bug that had crept into capture the flag games.
Logged

Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #441 on: June 09, 2012, 10:56:03 PM »

Some other interface improvements, suggested by folks at the party, have been implemented:

--attacks that cost too much for a character to use are now ghosted out;
--mousing over attacks now displays their range on the battlefield; and
--clicking a ghosted out button now immediately triggers the "Not enough energy" pop-up while still in the attacks menu.

These weren't hard to add, and I can already feel a significant difference in the convenience of the attack-choosing portion of the interface. If it's that dramatic for me, the guy who knows every attack in the game by heart, I imagine this is going to save a ton of time for newer players trying to figure out their attack options.
Logged

Moczan
Level 5
*****



View Profile
« Reply #442 on: June 10, 2012, 12:05:07 AM »

Any plans for online beta?
Logged
Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #443 on: June 10, 2012, 05:50:47 AM »

Once I feel it's ready, I'll definitely be holding a closed beta. When that happens depends on the speed of progress in (1) getting the character animations done and working and (2) getting asynchronous multiplayer finished and working.
Logged

Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #444 on: June 10, 2012, 02:26:05 PM »

Telepath Tactics now has a functioning sound engine! Smiley

I've added in a couple of looping tracks (one for the menu, and another for battle) on a temporary basis until I have a proper soundtrack to work with. I've also added in GUI sound effects pulled from Telepath RPG: Servants of God. They still work pretty well, so I'm not sure if I'm going to replace those or not.

Sound effects for the characters are going to have to wait until their animations are done--I'll need to sync them up to the animations anyway, after all.
Logged

Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #445 on: June 11, 2012, 06:11:12 AM »

Fixed some bugs, laid the groundwork for independent global volume controls for sound effects and music. (Volume levels are hard-coded right now; in a future update, I'll be adding a Sound Options menu with volume sliders and a choice of different tracks to play during matches.)
Logged

Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #446 on: June 13, 2012, 03:57:16 AM »

Sound control sliders are up and running!

Logged

Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #447 on: June 13, 2012, 06:32:03 PM »

Didn't have a ton of time to get anything major done today, so I've contented myself with a couple of small improvements:

--the volume controls now display volume percentage, from 0% to 100%.
--you can now summon the audio mixer options in battle using the F1 key.
Logged

Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #448 on: June 14, 2012, 07:17:35 PM »

New animations! This time, it's for the pyrokineticist.

   
Logged

Craig Stern
Level 10
*****


I'm not actually all that stern.


View Profile WWW Email
« Reply #449 on: June 15, 2012, 08:15:55 AM »

Fixed: an obscure bug wherein the computer would sometimes stack units in games where ally pass-through was turned on and it was using long-range planning algorithms for moving the units. (Unit stacking is not a thing in Telepath Tactics, so naturally this would cause all manner of problems.)
Logged

Pages: 1 ... 28 29 [30] 31 32 ... 53
Print
Jump to:  

Theme orange-lt created by panic