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Telepath Tactics - March Development Update

by Myrthos, 2014-04-16 12:26:48

In the March update of Telepath Tactics, we learn that the game has been Greenlit and are presented with the many updates of the game.

  • New portraits!
  • The Axe attack is now fully animated for both the male and female Bandit!
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  • The villager NPCs now all have walk animations; which is to say, they’re all complete!
  • We have a talented new animator by the name of Hunter Russell doing some of the larger effect animations for us. So far, he’s adapted the Mind Shield animation for Big Shield, created a Feedback animation, and produced a suitably epic Dark Vortex effect animation. (Click the images below to see the animations in motion.)
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  • Related to the new, big effects animations, I’ve added a couple of new spawn settings for big AOE attack visual effects: OnCenter and TowardCenter.
  • The game now supports gender randomization in single player, so you can have characters randomly spawn as either male or female in battle.
  • I’ve created a few new attacks to make the Shadowling, Bandit and Photokineticist classes more interesting and give them more room for growth in single player. Shadowlings can learn to create hallucinatory decoys that attract enemy attacks; Bandits can learn to use throwing axes and rend armor; and Photokineticists can boost allies’ dodge percentage by blanketing them in blinding light. Pretty cool stuff, eh?
  • I’ve made more progress on polishing the interface! I’ve replaced the default OS mouse cursor with some nice custom cursors that change based on what you’re mousing over (making it easy to see what can be grabbed and what should be clicked); I’ve added little “Equipped” symbols to the inventory screen to easily show which items are equipped at a glance; we’ve completed revisions on attack button icons and created new icons for the new attacks mentioned above; attack buttons now have hotkey visual indicators showing which attack hotkey selects each; pop-up indicators now handle unusual attack effects better; and best of all, we’ve finally replaced those ugly beige “tooltip” boxes with some properly scaling bitmap pop-up boxes that look far more pleasing to the eye.
  • You can now assign tags and lighting to individual characters on a per-battle basis in the same way you’d assign triggers. This includes the new AI tag Passive, which tells a particular character to stand around until an enemy wanders into aggro range, Fire Emblem-style. This can provide some variety in enemy behavior and help pace different battles differently so they aren’t all just the entire enemy army bum rushing you every time.
  • The deployment screen now has a button that opens the common inventory, letting you manage your army’s inventory and equipment before battle starts.
  • New dialog scripts: PlayLoop plays an ambient sound loop seamlessly in the background; KillCharAt slays a character at designated coordinates (to be used for finishing off characters without unique names that have triggered an OnDeath conversation / death monologue).
  • New battle condition Go First lets you designate an army to move first in single player. (For those special occasions where the enemy or an allied army should get to move before the player!)
  • We’ve finished mastering and mixing a bunch of the game’s music; these tracks are sounding really nice now! I’ve also made it so the game plays the horribly sad track “Frozen Hearts” when you lose a battle in single player (you know, in case you didn’t already feel bad enough about losing). Only four tracks remain to be composed.
  • I’ve updated the map editor so it formats map files to be more easily human-readable when it saves them.
  • I’ve updated scripting and features documentation in the manual.
  • Story and character work is progressing well. I now have sketched out 16 unique playable characters you can recruit and field in battle, as well as 12 unique villains / bosses. The official campaign now has 8 working scenes and three battles, with many more to come. I don’t think I quite hit my goal of getting the first hour of the game done, but I ended up needing to add more features to the game to get everything working how I wanted it to than anticipated. All in all, I think I used my time well.

Information about

Telepath Tactics

SP/MP: Single + MP
Setting: Fantasy
Genre: Strategy-RPG
Platform: PC
Release: In development


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