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kadakithis
Thank you, and good work!
jack1974
Technically I should update the text bar for this game to 100%... :) And do another one for the DLC. Anyway I'll see, doing so many things recently that updating the progress bars is not my primary goal now :lol:
Miakoda
Technically I should update the text bar for this game to 100%... :) And do another one for the DLC. Anyway I'll see, doing so many things recently that updating the progress bars is not my primary goal now :lol:


*grins* And here I thought I got away from one whip, and you bring out the cat'o'nine tails ;)



More seriously, I plan on finishing the Codex in the next day or two, and then will start outlining the DLC romances.



Also we are looking into adding a short adventure as well in the DLC, something which would take place after the base game.
Anima_
The last few weeks were a bit crazy in quite a few crazy ways, therefore the framework status is the same as in the first post. On the other hand all the small little tweaks and features Jack was throwing on the heap are all done as well. So the TODO hasn't grown at all.

And I'm starting to actually be content with the framework. Pretty much everything Jack was asking for is implemented, even the things I initially rejected.

To no ones surprise it's actually become more complex then the initial Loren engine. Don't ever trust Jack when he talks about simpler games for the future. :twisted:
jack1974
Well, I was talking about simpler games FOR ME. Never said would be simpler for the coder! :wink:

Thanks again for the great work, the engine is awesome and already as it is I could immediately reuse it for Undead Lily (and other possible future games). Though of course I'll add some other features if I reuse it on other games :)
Anima_
Well, I was talking about simpler games FOR ME. Never said would be simpler for the coder! :wink:

Thanks again for the great work, the engine is awesome and already as it is I could immediately reuse it for Undead Lily (and other possible future games). Though of course I'll add some other features if I reuse it on other games :)

Well it's time for my revenge! :twisted:

Work on the new AI code has officially started. We will be using the same basic approach that was originally planned for the new RPG framework. If you are curious we're using a https://en.wikipedia.org/wiki/Behavior_tree_%28artificial_intelligence,_robotics_and_control%29 implementation.

And revenge? Well this is the first prototypes debug output:
[code]
root :: root || Loading sub tree: test_main_tree
test_main_tree :: Sequence || Debug:True Msg: AI was started.
test_main_tree :: Sequence || Debug:True Msg: Now we will load a subtree!
test_main_tree :: Sequence || Loading sub tree: test_sub_a
test_sub_a :: Selector || Debug:False Msg: Subtree "test_sub_a" successfully loaded and is now running!
test_sub_a :: Selector || Debug:False Msg: In a Selector hiting a false is not a problem. It will still go on.
test_sub_a :: Selector || Debug:True Msg: But since this debug will return True the next statement will never be executed.
test_main_tree :: Sequence || Debug:True Msg: Now we are back to the main tree!
test_main_tree :: Selector || Debug:False Msg: Now we start a selector to show you can break a sequence.
test_main_tree :: Sequence || Debug:True Msg: Of course you can nest these composite statement as deep as you want. That's how you can create complex behaviour.
test_main_tree :: Sequence || Debug:False Msg: With this message the sequence is broken, since it will return False.
test_main_tree :: Selector || Debug:True Msg: Now that the sequence is broken the selector will take this True statement and run with it.
test_main_tree :: Sequence || Debug:True Msg: Obviously the Selector was successful since you see this message and the sequence can finish.
AI found a way.
[/code]

I'm really looking forward to including actual non debug conditions. That will be really fun! :mrgreen:

At least for me^^
jack1974
See people! Doing work on PSCD actually also builds the foundation for Loren 2 and future RPGs for our super-smart-intelligent-butalso-bastard AI (tm) :mrgreen:
Miakoda
*grins* Well Anima, I personally appreciate all the work you've done :)



On another front:

My outline for the DLC romances was accepted, and I've actually started writing some of them. People should give a special thanks to Jack1974 for expanding them ;)



I have the outline done for a short adventure, but we'll see how that goes.



The artist is working hard at the romance CGs. Given his speed, he will finish them with flair.



The musician for the theme song is also working well; I can't wait to see what he comes up with.
jack1974
So today marks a big milestone, I tested 99% of cards (the only one left is Galina's Bounty, since I haven't made my mind yet about using Credits as resource, in addition to the other ones).

Also, made 15 missions so I'm almost halfway with it too. I will resume working on QoT next week probably, I've decided to finish completely the robbery mission so then Forsaken only needs to edit/rewrite the texts part, but everything is already tested! :)
Anima_
*grins* Well Anima, I personally appreciate all the work you've done :)

Why thank you, though you have me at a disadvantage there. I haven't seen your script so far, which makes returning the compliment a tad difficult. But if you're even half as good as you're industrious the writing will be amazing. :)



Over the weekend we had a bug fix marathon since Jack was testing all cards. My new code was mostly code refactoring and optimization. But a few new AI nodes did sneak in, this time actual leaf nodes.
[code]
test_sub_compare :: Sequence || Compare: len(a) > 0
test_sub_compare :: Sequence || Compare: Passed
test_sub_compare :: Sequence || Debug:True Msg: There is at least one card on the players field!
AI found a way.
[/code]

That's the whole debug output actually. We now have a debug level setting, which can cut down on the log length drastically. Though I really have to add the board_key for a, it doesn't really make much sense otherwise.

We might finish the basics for the AI this week already, which is the last big roadblock. Looks like me being unavailable for most of the year will not delay the game after all. :shock: 8)
jack1974

Why thank you, though you have me at a disadvantage there. I haven't seen your script so far, which makes returning the compliment a tad difficult. But if you're even half as good as you're industrious the writing will be amazing. :)

Having (obviously) read all the plot so far, I can vouch for her :)



We might finish the basics for the AI this week already, which is the last big roadblock. Looks like me being unavailable for most of the year will not delay the game after all. :shock: 8)

Haha I admit I was worried. But if when you're available you work so well, I'll only need you a couple of week a year to finish a new game :mrgreen: (well not really, but almost)
Miakoda
Why thank you, though you have me at a disadvantage there. I haven't seen your script so far, which makes returning the compliment a tad difficult. But if you're even half as good as you're industrious the writing will be amazing. :)


Well, I still thank you for your efforts, even if you are constrained on time.



I want to give a shout-out to the other people helping as well.



Someone is working on the script (positioning, etc.) and I want to thank them for their work. Given the amount of the text, they are doing a great job.



The artist is doing their normal excellent job as well (as some of the card pictures show). The sketches for the romance DLC is underway. For the people who wanted things expanded...I don't think there will be too much cause for complaint there.



Heh, and even the writing for the theme song is coming along pretty good.



On a personal front, I am pleased to say that I am making steady progress on the DLC romance writing.
pahldus
Everything is sounding so good, that I have gone back and started replaying Planet Stronghold again. Ahh the nostalgia.
jack1974
Haha well this is not a RPG, though I think gameplay-wise could appeal to same players.

The world is much more defined now since I got a real writer helping, and not doing everything myself :)
Anima_
Haha I admit I was worried. But if when you're available you work so well, I'll only need you a couple of week a year to finish a new game :mrgreen: (well not really, but almost)

That's it, now you made me blush. :oops:


Why thank you, though you have me at a disadvantage there. I haven't seen your script so far, which makes returning the compliment a tad difficult. But if you're even half as good as you're industrious the writing will be amazing. :)


Well, I still thank you for your efforts, even if you are constrained on time.

Oh no it's clearly you I have to thank, you're the driving force behind this project. PSCD promises to have the fastest development time of all modern Winterwolves games.





There wasn't as much progress this week as planed, thanks to an ill timed cold on my part. I've been mostly shambling around screeching "...Tissues..." for the past few days. Though it's slowly gotten better.

Still I did manage quite a bit of work on the AI before that. We now have a first in game use for it, the selection of which card to summon. The basic structure looks sound so far, so I just need to add a few more node types. Though the majority is probably already implemented.
jack1974
Just to be clear the first 15 missions (so half game) would be already playable right now (with temporary GUI), the only problem is the AI that right now is not smart. But some missions are already challenging now :)

With scripter going really quick, the main problem could be the GUI artist at this point, but hopefully in a month or so he can finish the battle GUI as well. We'll see but anyway, I'm pleased so far :)
jack1974
OK I think we're getting close. The main problem now is the GUI artist (not his fault, has daily job etc) but for scripting/coding we're at very good point. I am retesting all the first 15 battles today, hoping to make them "final" (how they would be in the beta). Scripter has already done all friendship/romance scenes, so there are only the plot/missions left (but they're less than the others).

Plan is to work on the missions until early November and then see at which point I am, I think this might be the next game I release at this point (sorry for people looking for QoT, though for that game I still don't have all the romance CG and some of the writing+scripting all scenes, so it's not like could be done very quickly anyway).
jack1974
Mouhaha I forgot that the first 10 "tutorial/into missions" had no deck builder but fixed decks. But the problem is that you can play as Alex/Diana, and would be bad to have only the accompanying hero cards. So I'm doing two variants of each mission now:

mission01_alex

mission01_diana



etc :oops: not a big effort but I must retest to make sure you can still win...
Miakoda
Just a minor update from me. I'm working on stuff for the DLC (for those who care, I have finished Kaden-Alex, and Galina-Alex), as well as a few other things behind the scenes.
Miakoda
Another minor update. I'm taking a slight break from the DLC stuff to work on some side mission dialogues, and a few other minor things. As Jack1974 said, though, things are going pretty good.