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1411126 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 02:55:54 PM

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41  Community / DevLogs / Re: Aeon of Sands: Pyramid (is an party based first person dungeon crawler) on: May 02, 2013, 11:44:50 AM
Suggestion: lower the contrast on your background image. It's way too hard to pick out the essential elements of the GUI against the background right now.
42  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: May 02, 2013, 11:40:57 AM
Psssst: the April update is up! Wink
43  Community / DevLogs / Re: Sojourn, 3D roguelike on: April 25, 2013, 07:48:30 AM
Cool. How are you handling character creation and progression? Will there be experience/levels? Skills? Character classes?
44  Community / DevLogs / Re: The Dungeoning on: April 25, 2013, 06:13:13 AM
Here we are! Smiley
45  Community / DevLogs / Re: The Dungeoning on: April 25, 2013, 03:55:49 AM
Point of order, but - while it's been a long time - I don't recall the original Rogue having classes either? Not so sure about levels...

There were definitely experience points and leveling in Rogue. Fair point about the classes. I'm just trying to figure out if this meets my definition of "RPG" for purposes of coverage on IndieRPGs.com. Smiley
46  Community / DevLogs / Re: Sojourn, 3D roguelike on: April 24, 2013, 05:07:57 PM
Oh wow, this looks nice! I noticed your Youtube channel lists you as Horrific Games. I take it you aren't affiliated with this, though?

Other random questions: when are you planning to release this, and for what platforms?
47  Community / DevLogs / Re: The Dungeoning on: April 24, 2013, 04:57:34 PM
Does this game have classes or leveling? Or are you just using "roguelike" to denote "procedurally generated levels and permadeath"?
48  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: April 15, 2013, 08:57:20 PM
Heads-up: the Kickstarter campaign ends in 6 hours. Wink
49  Community / DevLogs / Re: Hartacon Tactics - XBOX 360 Indie RPG on: April 15, 2013, 08:55:28 PM
I am coding the AI right now and there will be a single player campaign.

Man. You should trumpet that from the rooftops! I thought this game was going to have a single player mode, but when I visited your campaign page, it only describes it as "a multiplayer strategy RPG game." Definitely update your Indiegogo page with that!

50  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: April 01, 2013, 08:32:05 AM
Hey, you reached your goal! Congrats!

Thanks, man! I'm feeling really good about the outpouring of support this game has received. Smiley

Oh, and that reminds me; here's the game's monthly update for March: http://sinisterdesign.net/telepath-tactics-march-2013-update/
51  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: March 14, 2013, 03:29:03 PM
Howdy! I just wanted to swoop in real fast and let you guys know (if you didn't know already via other channels) that I relaunched the Telepath Tactics Kickstarter campaign this morning--and guess what? My backers are just Tearing. It. Up! (In a good way!)

It's been about 12 hours since the launch, and we've raised over $8,000 already; that's 54% funded. I don't even know where we're going to be at when I wake up tomorrow morning, but I have high hopes that it'll be somewhere good. Wink

Anyway! If you're into tactical RPGs (and if you aren't, why would you be reading this thread?), you should get in on this while you can.

That is all. Toodles!
52  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: February 25, 2013, 12:19:51 PM
Just popping in to announce a new monthly update. You can now freeze water, there are a bunch of new attack animations, and other goodies!

Meanwhile, the devlog is still being updated regularly on this page. Smiley
53  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: February 12, 2013, 05:28:53 AM
Better: the game now supports character attack animations! Which isn't to say that they're all done now or anything. Well...just look:



There's a lot of work left to be done, but as you can see, the basic functionality is there, which is important. If nothing else, this should help put the oft-asked "are there going to be attack animations?" question to rest.

The Cavalier, Swordsman and Psy Healer are in progress, so we should be seeing their attacks debut in the game soon.

Finally, in other news: I've decided to transfer this dev log over to the Sinister Design forums. TIGS has been great for drumming up interest, but I've been giving this place more regular love than my own community of fans with the daily updates--that doesn't sit right with me. And besides, now that the game's development has gone so public, there's no reason to keep the game's details secret from the players.

As such, I'll be continuing this dev log right here. Anyone interested in following the daily news on Telepath Tactics development, I encourage you to follow the new thread.

Thanks for reading! Wink
54  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: February 11, 2013, 04:25:15 PM
I'll have a longer update in the morning, but for now: let's just say that I've added something very exciting into the game. Wink
55  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: February 08, 2013, 11:21:33 AM
I'm having another Telepath Tactics playtesting party tonight! In anticipation of this, I created a new multiplayer map, "Cone of Cold"--the first 3-player map in the game.



Not entirely coincidentally, I also expanded the Snow tileset with a few new tiles after I noticed some gaps.
56  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: February 07, 2013, 05:45:19 AM
Finished up the eyedropper functionality, fixed a couple of bugs, added a couple of minor features:

--text scrolling scenes now have an indicator that you can left-click to speed it up
--left-clicking now speeds up the text even more
--the map editor now visually displays whatever editing mode you last selected)

You use XML for everything else, you should populate the drop down boxes, and tool tips from XML as well Smiley

I mean, it's not that it'd be hard to add a string into the code either--the map editor is a small file that compiles in seconds. The actual step is simple; it's more a matter of not adding extra steps for me to have to remember to do weeks from now in the first place. Less room for human error that way. Wink
57  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: February 06, 2013, 07:10:01 AM
Thanks! I've thought of both of those things; I think they'd be good to add (particularly the drop-down lists), but I want to wait until I feel fairly certain that I've added all of the triggers and script actions I'm going to use before I do that. I don't want to have to go into the map editor and make changes every time I add new functionality to the game's scripting system, ya know? Wink
58  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: February 06, 2013, 04:45:11 AM
Okay! I fixed the dialog editor bugs, and made a video showing it off (along with some of the nearly infinite possibilities of the Telepath Tactics dialog / scripting system). Check it out:

http://youtu.be/mx7zbkKcZq4?hd=1

In addition, I've improved the map editor's eyedropper tool. Previously, it only supported selection of tiles. Now, when editing characters, right-clicking a space will instead select that space's character for duplication; when editing objects, right-clicking will eyedrop the object on a space; and when editing elevations, the eyedropper will select the space's elevation. Just a little feature to speed things up during editing. Smiley
59  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: February 05, 2013, 06:47:28 AM
Spoke too soon; found a couple of bugs in the dialog editor that need fixing. Hopefully, I should get those ironed out today... Huh?
60  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: February 04, 2013, 04:10:13 PM
All right! The dialog editor is now complete. Wink

Next step: finish the defensive AI routine...
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