Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

SNES Reboot
ledeir  [developer] Feb 10, 2016 @ 11:00pm
Unpublished Change Notes
Since steam is being temperamental and not letting me freely update, I am creating this thread to track my changes.
Otherwise by the time I do update it, I forgot what I did!
< >
Showing 1-8 of 8 comments
ledeir  [developer] Feb 10, 2016 @ 11:05pm 
V3.1.58
:9mm: Adding debug logic to better allow me to test different conditions in the Aneki Secret Lab
:9mm: Implemented the "Attack" option on the locked boxes (if you don' t have a key). It needs improvement but it functional.
:9mm: Partially implemented the "Dismantle" and "Break" logic for the locked boxes. It shouldn't take me long to make it functional.

Planned for next update:
:9mm: Crazed Troll Decker with the final key.
:9mm: "Success" logic for when you finish the locked boxes
:9mm: Quick Map fix to lock a door which lets you leave the map and wander the void.

Future steps:
:9mm: Reinforcement logic on all Aneki floors
:9mm: Aneki matrix (BOSS)
:9mm: Merge the Aneki lobby with the Downtown North map to improve performance
ledeir  [developer] Feb 12, 2016 @ 9:07pm 
V3.1.59
I'm not sure why I'm investing so much time into stuff that most people won't even notice! I guess it just makes me happy knowing it is there. Unfortunately I need a break, so I will need to fix this part later this weekend. (Sunday? Monday?)
:9mm: Fixed the door to nowhere (easy)
:9mm: Added all logic for handling the key boxes in the secret lab. (Dismantle / Break / Attack). This includes the missing "success" logic.
:9mm: Added status labels to the screen so you know how much progress you have made.
:9mm: Posted to facebook for opinion on how long it should take.

Next Update:
:9mm: Fix labels so they properly display. Currently they are working backwards.
:9mm: Remove placeholder messages as they are no longer needed.
:9mm: Add sound on keybox interaction.
:9mm: Troll Decker still needed.

Future Steps:
:9mm: Same as last update.
:9mm: Consider adding reinforcement alerts to the screen.
ledeir  [developer] Feb 14, 2016 @ 9:52pm 
V3.1.60
:9mm: Greatly simplified Aneki box logic.
:9mm: Fixed status labels
:9mm: Added interaction sounds
:9mm: Removed placeholder messages

Next Update:
:9mm: Stop procrastinating about adding the Crazed Decker.
:9mm: Update the steam version
:9mm: More ??? (I hope)

Future Steps:
Once it is fully playable I need to make several end to end balancing tests.
Last edited by ledeir; Feb 15, 2016 @ 8:32am
ledeir  [developer] Feb 22, 2016 @ 7:15pm 
V3.1.61
:9mm: Added "Key Troll" and surrounding logic.

Next Update:
:9mm: I expect to do another update tonight with reinforcement logic (:dante: permitting)
ledeir  [developer] Feb 22, 2016 @ 9:09pm 
V3.1.62
:9mm: First floor reinforcement logic.
:9mm: Updated steam version

Next Update:
:9mm: Having the first floor reinforcement logic working means it will be quick to add the rest of the floors
ledeir  [developer] Feb 23, 2016 @ 9:30pm 
V3.1.63
:9mm: Added reinforcement logic for floors 2,3 and 5.
:9mm: Published to Nexus

Next Update:
:9mm: Test reinforcement logic
:9mm: Added floor 4 reinforcement logic
ledeir  [developer] Mar 15, 2016 @ 7:59pm 
V3.1.64
This actually should be V3.1.66 but I didn't increase the build number for Dave's work.
:9mm: Dave submitted the initial draft for our 3 ending animations and the Shadowrunner credits.
:9mm: Small Matrix map changes in preparation for adding final encounter matrix logic.
ledeir  [developer] Apr 30, 2016 @ 4:18pm 
V3.1.66
:9mm: SO CLOSE! There is a bug somewhere messing up my matrix logic. Once that is fixed I need to link in the ending animations and its playable end to end.
:9mm: Expect an update late Monday (technically Tuesday)
< >
Showing 1-8 of 8 comments
Per page: 1530 50