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Telepath Tactics May Update

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Telepath Tactics May Update

Development Info - posted by Crooked Bee on Wed 5 June 2013, 21:02:23

Tags: Sinister Design; Telepath Tactics

So it looks like Craig Stern is busy as a bee working on his tactical RPG Telepath Tactics that got successfully kickstarted not so long ago. The latest update chronicles his progress, and it looks like there are some pretty exciting things in store for both the main campaign and the scenario editor that comes with the game:

Most of the past few weeks have been spent polishing the game and stamping out bugs in anticipation of that submission, but I’ve continued adding new content and features to the game as well.

The changes:
  • There is now an exploration mode in the game! This turns off player turns and allows the player to move characters freely around the map. (This can be used to create freely explorable towns and puzzle areas.)
  • There’s a new dialog trigger, OnTalk, which allows player-initiated conversations (via the “Talk” command) when two particular characters are adjacent. In battle, this works just like the Talk command in Fire Emblem; and in exploration mode, it works just like talking in your standard-issue jRPG or wRPG.
  • We’ve got a bunch of great new art assets! [Check out the original update to have a look at the new assests.]
  • The user interface has been improved once again! The ugly system default right-click menu has finally been removed, its functions now moved to both the Actions Window and a new, proper in-battle menu with options to change Settings, Surrender, or Quit to the title screen. Right-clicking the battlefield now deselects the currently selected character.
  • New dialog script actions! NewScene lets you instantly jump to a specific scene in the game; IfValsGoTo lets you compare the values of two custom variables rather than merely comparing a custom variable to a fixed value.
  • You can now have the game simulate die rolls using the new r (as in “random”) operator with SetVal.
  • New condition! Kill-All Victory. If set to false, this will turn off the game’s built-in behavior of immediately granting victory to a player once it detects that the battlefield is absent of any of that player’s enemies. This allows for non-combat scenarios, as well as scenarios in which enemies may be absent from the battlefield for a portion of the battle. (Kill-All Victory is automatically set to false in Exploration Mode.)
All that, plus a good number of smaller things. Check it out for yourself.

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