Changelog for v.305 - November 11, 2014 at 3:03 PM
- Fix: loading a pre-GameplayManager save could leave the game stuck, unable to end the current level or the game.
- Add scroller for title screen credits; credit Kevin MacLeod for the tracks we're using.
- Auto-scale the terrain choice buttons to fit their text.
- Shorten button text ("Grab it" -> "Grab", "Leave it" -> "Leave") on chair and stool dialog boxes.
- Fix/tweak: buttons stash their "normal" size when entering the "Down" state, instead of when starting up. Allows rescaling during gameplay.
- Fix: exception thrown after forfeiting the game DURING a fight that kills the adventurer.
- Fix: player's attack kind icon never changed from fist to sword when a weapon was picked up.
- Add music track for Dungeon.
- Zone fixes: add music to Dungeon; fix level limits so Forest zones are mutually exclusive; correct some grammar errors.
- Fade old track out when changing tracks or stopping music; also, make a formal state machine to manage music state.
- Don't fade music between levels within a zone.
- Remove some advanced cards from the early levels of Forest and Tavern.
- Fix: zone level counts were calculated as one less than they should have been (so only one Dungeon level could appear, not two).
- Set game music per-zone, or to a menu default for non-gameplay screens.
- Fix: unique cards weren't uniquified in CardclsSnap.
- Fix: door fader was missing.
- Checkpoint (completed?) story overlay: GameplayManager selected sentence fragments for the zones being left and entered and displays them between levels; Dungeon avoids drawing cards until the new zone is revealed.
- Checkpoint "story fader" that shows a compound sentence as a transition from one zone to another. Includes reducing Stairs from a big state machine to single call out to request the end of the level.
- Fix off-by-one in previous checkin. >:(
- Fix: terrain selector rejected lower-priority usable terrain in the presence of higher-priority unusable terrain.
- Change priority of forest terrain for small and very small characters so it explicitly overrides the special Briars terrain card.
- Remove useless dialog box from stairs, add Terrain at ultra-high priority.
- Fix: usables with NextTile_BeforeCombat or CurrentTile_AfterMoving or NextTile_AfterMoving would trigger at the wrong time or fall into an infinite loop without triggering.
- Fix: in non-UNITY_EDITOR, update stick figure colors if requested.
- Add a pre-order callback to all loadables after loading a saved game; currently used to update the player character color to match the current cardset.
- Set adventurer color to Zone-appropriate color when starting a level.
- Add attack-bonus glow behind melee attack to StatsDisplay.
- New "ammo" icon and pretty name "Ammunition" changed to "Some Arrows"
- Re-instate "healing particles" (formerly part of HealthDisplay, now part of PlayerCharacter)
- Add "bounce on change" to StatsDisplay.
- Add final missing icon (extra hp) and a bit of related rigging tweaking.
- Fix: weapons not displaying an icon on their card or tile.
- Add replace 3 card duration icon with stopwatch and fix (add) usage of local stats icon positioning.
- Destroy thrown objects and projectiles when they finish their journey.
- Re-set color of tile stats text (hp, ap, etc.) when changing levels.
- Fixes: double-clicked cards jumping around during fade out animation, played cards being destroyed before the end of their animation.
- Fix: dead tavern patrons taking arrows in place of living patrons farther back.
- Checkpoint: unifying card stats displays - now using the same class (StatsDisplay) for all stats.
- Fix: zone chooser always getting stuck on whatever zone was chosen last (of the current 3) forever.
- Allow "unique" setting on Card objects in card_list.xml.
- Remove old 'uniqueName' from CardClass, make CardManager use CardClass.isUnique and s_aryStrUniqueUsed (and looking back through the deck, when deck building) to enforce uniqueness.
- Add new handling for unique objects/cards - uniqueness is enforced within the deck (and globally) when building the deck; a unique is considered "used" when it is drawn.
- Remove shader cache from repository.
- Add some level scaling to Tavern & Forest.
- Add a history buffer for zone selection (avoids repeats, somewhat).
- Add max. number of consecutive levels to zones.xml. Adjust card sets so all levels (that are in current zones) end with stairs down to the next level.
- Properly save (and restore) the gameplay state, without resorting to actually re-setting those states (which can cause odd side effects like killing the player twice or something like that). Includes moving the loading of the name entry overlay out of GameplayManager and into GameStateManager.
- Move game and level management from Dungeon to new GameplayManager class; includes the start of definitions for gameplay "zones".
- Add sound and music toggles to the gameplay screen.
- Add sound enable/disable to title screen.
- A handful of SFX - not even minimal coverage, just POC.
- Turn debug card list off.
- Move terrain selection buttons away from their targets, connect with a line segment.
- Fix: crash when a non-animated character attacks.
- Fix: crash when a non-animated character died.
- Fold table flip/mount into terrain selector; much cleaner code, plus simple interface for this action.
- Move last remnants of PlayerCharacter/DefaultEnemyCharacter animation control into CharacterAnimRoot.
- More tavern patron animations.
- Add "posture" to character animation root; used to differentiate characters w/ the same anim graph.
- Start animating tavern patrons
- Set distinct colors for tavern patrons on cards and tiles.
- Add the Tavern 1 to the map, create a proper card set for it.
- Add mug-throwing to tavern.
- Add UsableTiming, making usables trigger at various points in the advance sequence.
- Make CharacterAnimRoot the handler for both triggering animations and relaying animation event callbacks.
- Add options to Character: rootNode (moved up from subclasses), off-hand transform, and a utility to find enemy characters.
- Give an attack bonus for standing on the bar.
- Auto-degrade furniture into fragments, then to nothing.
- Add option to pick up chair and stool as melee weapons.
- Add chandelier assets.
- De-prioritize ground terrain so it doesn't appear as an option where there's anything else available.
- Add nice display names to Terrain.
- Add furniture for tavern.
- Ask the player where to go if multiple Terrain options are open in the next tile.
- Add new door kind that ends the current adventure
- Add maze to forest
- Start making changes to support cards that respond to meta-state
- Fix minor bug when loading old saves.
- Clear up some wonky behavior when entering and leaving doors.
- Cut NPC attack timing by about 50%, add a free heal to extra hp powerup.
- Properly save game state when the adventurer is in a sub-area.
- Initial work on putting a tree interior area into the game.
- Change the way default cards work: Simplify, make next change easier.
- Make forest exit card more obviously different from other forest cards.
- Add foliage
- New forest enemy; large, unable to see small or very small foes.
- Make Character.PushScale/PopScale an actual stack.
- Move the "N cards left" display so it doesn't overlap the cards (as much)
- Make cards spread out a bunch more (easier to see what you've got) and don't destroy level exits.
- Add some new forest pieces and start to form the forest zone.
- Bug fixes (make randomized item effects consistent between card and tile states; proper order of effects for mushrooms; switch out placeholder name on confusion effect)
- Finish cleaning up usable object mess (delete-after-use now skips objects with the "DONT_DELETE" tag)
- Add extra attributes to fungus + start to clean up some usable object mess.
- Add some fungi for the forest location.
- Set text color on more in-world UI
- Recolor the adventurer and in-world text per card set.
- Add a briar patch. What does a briar patch look like?
- Bug fix (touches on buttons being stolen by the cards behind the buttons)
- Bug fix (unknown and unneeded anim event in axe idle)
- Bug fixes (score & clock reset when appropriate)
- Death animation for the adventurer.
- Add death animation to enemy
- Add the first animated enemy. Took a little while, but mostly because it's has twice as many limbs.
- Handle character tiles that include a manually-authored Character object.
- Fix a rendering glitch (due to using an uninitialized UV matrix in the stick figure shader!)
- Proper data and save support for background images per card set.
- Initial work on adding a new location.
- Don't perform death notifications while death is restricted PushRestrictDeath.
- Clear up some inconsistent behavior in starting a new adventure and moving between levels.
- Art for the first artifact.
- Add the first artifact (which currently doesn't do anything other than unlock a new location).
- Set up for completing tasks when ending an adventure
- Blech: armor TaskGraph against calls prior to singleton creation
- Decks and card sets can specify a default card and a default level exit card. Card sets can specify a list of decks.
- Save task graph state to the game save, add the previous task as a precursor if not other is specified.
- Add simple task graph and one "lockable" component.
- Checkpoint: World map screen
- Switch web version from implicitly using the default card set to explicitly using 'dungeon_1'
- Fix several irritating jitters; fix title font image (bottom of 'y' was cropped a tiny bit).
- Completed: card set is now defined explicitly in a CardSet tag, of which there may be many.
- Checkpoint: Load redundant card set information in its own class.
- Fix z-order of some objects (by disabling z-write in all shaders!)
- Convert a ton more stuff to structured state machines; required splitting simulation from state machine along the way.
- Wow, fix an ugly load bug that caused some objects to be instantiated multiple times.
- Add generic state machine class to simplify the hierarchy of state machines that runs the game.
- Fix OOO problem when loading saved games
Changelog for v.179 - July 5, 2014 at 7:04 PM
- Fix soft-lock when hiding behind a tapestry! Also, I had some stuff in the wrong folders.
Changelog for v.178 - July 3, 2014 at 4:10 PM
- Keep everyone alive until combat ends.
- Restore visual equipment state when loading saved state.
- Finished basic animations for all current player melee weapons.
- Add equipment representation when equipping an item; add animations for a couple of weapons.
- progression design work
- Refactor of some load/save code; commonized implmentation between generic objects and behaviours.
- Adjustments to name entry to make it more understandable.
- Make combat animation -> damage resolution a bit more reliable
- Switch stick shader fading from center-out hardness to anti-aliasing.
- Character animation groundwork, including first animations for the adventurer!
- Added animation for going through doors; slightly janky, but definitely clearer than before.
- (slightly) improve working with layouts; don't require save if nothing was edited.
- Additional for previous checkin.
- Added a few design docs and test textures, no game changes.
- Don't save game state to a file like a chump, use PlayerPrefs like a champ!
- Fix a few bugs in state-saving, hope these are the last ones! :D
- Add/Remove some file cleanup stuff
- Properly save and restore state of most items and dungeon fixtures.
- Save player equipment, basic Usable info
- Save first non-unique class, with identification according to the card that spawned it.
- Minor code cleanup to make savable objects simpler.
- Work on saving game state: framework and basic screen + card state stored.
- Author proper z offsets for all world objects, characters, and world-space UI.
- Remove automatic offsets to objects being placed in the dungeon.
- Add documentation for new world layout
- Switch world movement (from theatrical flats, each moved manually, to a unified world, moved as a whole)
- Minor fix to high score list.
Changelog for v.151 - June 12, 2014 at 10:01 PM
- Let player toggle music on/off from the title screen.
- Fix1: Fade card art along with the background when a card is played; Fix2: nicer animation when double-clicking to play a card.
- Fix: Goblin cards secretly levelling up when carried from one level to another.
- New game icon (would be used for desktop & mobile versions)
- Fix an error that caused tons of log junk when loading the high score server name.
- Dev-time flag to force-set the game level for a manually authored deck
- Title font tweak
- Title work - IndieCade video version?
Changelog for v.143 - June 9, 2014 at 11:40 AM
- Mockup work on new title screen!
Changelog for v.142 - June 5, 2014 at 10:20 AM
- Clean up WIP title and high-scores screens before pushing to web.
- Log screen size when root layout detects a change.
- WIP new title screen - game still needs an official title!
- Fix: score list empty if HS server isn't available and < 5 local games played.
- Handle keyboard when entering a high score name.
- Pick out the player's most recent score on the high score screen.
- New assets for previous checkin.
- Work on new start screen (credits and new button text)
Changelog for v.134 - May 28, 2014 at 10:00 PM
- Add a camera to the bootstrap scene. Fixes the glitchy frame between loading and the game title screen.
- Stop laying out the entire game ever frame; probably won't help framerate, but it won't hurt either.
- Route high score traffic to appropriate server.
- Name entry/high score work - save name to user prefs, use UIDs to identify score records between local and server.
- Nicer letter scrolling on name entry screen.
- Add high score screen, including name entry.
- Add PHP for a super-simple high score API.
- More high score progress.
- Auto-choose to flip tables when forfeiting a game.
- change "points" to "GLORY", again.
Changelog for v.124 - May 23, 2014 at 4:23 pm
- Resurrection thing graphical adjustments.
- Move some files from the future to their own folder.
- Ghost FX, plus a little code cleanup, plus the player doesn't stay a ghost for as long because why should they?
- Clean up resurrection potion, including a "ghost" effect on the player.
- Disable debug deck
- New art for the resurrection "stone".
- Add a smooth-fading background behind dialog boxes; clean up some inconsistent layers; remove dead code from Dialog subclasses.
- Add rudimentary support for items that resurrect the player.
- Speed up gameplay during forfeit.
- Auto-decide what happens at doors or replacement item pickups if the game is being forfeited.
- Work on forfeit; now asks for confirmation, temporarily hides item replace dialog.
- Add an "I give up!" button that plays out whatever is in the dungeon and then ends the game.
- Alter alcove art - make the floor match the floor outside the alcove, so it looks less like a garbage chute.
- Disable override card list (should have been disabled before, it's just for testing).
- Switch old SceneManager out for new GameStateManager. GSM is more proactive, allowing (eventually) better save behavior.
- Let horizontal and vertical layout specify how empty space is distributed (avoids adding "rest of space" elements all over the place).
- Character animation work
- Change score display from "3 points" to "Glory: 3".
- Add a GameStateManager class (replaces SceneManager) and use it to force the game through a scene named "bootstrap" on load. The bootstrap scene adds an unload-proof music player, playing a tune downloaded from incompetech.com.
- Add a simple 2D IK system and a testbed scene for making animations.
- Support having an animation state machine for the player character.
- When placing a damage splat, set only X and Y.
- Add per-terrain positions for the player character. Exciting!
Changelog for v.101
- Remove shadow from table graphic - didn't make sense when flipping it.
- Add table tile - stand on it or tip it over to get an offense or defense advantage.
- Change implementation of the "tapestry" terrain type; a hiding player is now handled by the combat subsystem instead of the dungeon.
- Fix some small bugs due to the previous checkin - modifying arrays during foreach and "using" a character's terrain before resolving the action that used it.
- Add two special tile types: shadowy alcove and hanging tapestry. The player gets 1 turn of combat invincibility when standing in an alcove, and skips combat entirely when standing behind a tapestry.
- Fix: when the user is prompted to choose between keeping the bow and keeping the crossbow, the attack value of the crossbow is not visible.