Update Changelog

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Noah 2022-05-05 22:34:03 -07:00
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# Changes # Changes
## v0.13.0 (TBD)
This is a major update that brings deep architectural changes and a lot
of new content to the game.
Swimming physics have been added:
* The **water** pixels finally do something besides turn the character
blue: swimming physics have finally been hooked up!
* While the player is touching water pixels (and is colored blue),
your gravity and jump speed are reduced, but you can "jump"
infinite times in order to swim higher in the water. Hold the jump
button to climb slowly, spam it to climb quickly.
* The **Azulians** understand how to swim, too, though left to their
own devices they will sink to the bottom of a body of water. They'll
swim (jump) up if you're detected and above them. The Blue Azulian
has the shortest vertical aggro radius, so it's not a very good swimmer
but the White Azulian can traverse water with ease and track you
from a greater distance.
New levels:
* **The Jungle** (First Quest) - a direct sequel to the Boat level, it's
a jungle and Mayan themed platformer featuring many of the new doodads
such as snakes, gemstones, and crushers.
* **Gems & Totems** (Tutorial, Lesson 4) - a tutorial level about the
new Gem and Totem doodads.
* **Swimming** (Tutorial, Lesson 5) - a tutorial level to learn how
"water pixels" work with some moderately safe platforming puzzles
included.
* Some of the existing levels have had minor updates to take advantage
of newer game features, such as the water being re-done for the Castle
level.
New doodads:
* **Blue Bird:** a blue version of the Bird which flies in a sine wave
pattern about its original altitude, and has a larger search range to
dive at the player character.
* **Snake:** a green snake that sits coiled up and always faces the
player. If you get nearby and try and jump over, the Snake will jump
up and hope to catch you.
* **Crusher:** a block-headed enemy with an iron helmet which tries to
drop on you from above. Its helmet makes a safe platform to ride
back up like an elevator.
* **Gems and Totems:** four collectible gems (in different colors and
shapes) that slot into Totems of a matching shape. Totems can link
together to require multiple gemstones before they'll emit a power
signal to other linked doodads.
New **File Formats**:
* Levels and Doodads have a new file format based on ZIP files,
like levelpacks.
* It massively improves loading screen times and helps the
game keep a substantially lighter memory footprint (up to 85%
less memory used, like 1.5 GB -> 200 MB on _Azulian Tag - Forest_).
* **Your old levels and doodads still work**! The next time you save
them, they will be converted to the new file format automatically.
* The `doodad` tool can also upgrade your levels by running:
`doodad edit-level --touch <filename>.level`
Other new content to use in your levels:
* New wallpapers: Dotted paper (dark), Parchment paper (red, blue,
green, and yellow).
* New palette: Neon Bright, all bright colors to pair with a dark level
wallpaper.
* New brush pattern: Bubbles. The default "water" color of all the game's
palettes will now use the Bubbles pattern by default.
New cheat codes:
* `super azulian`: play as the Red Azulian.
* `hyper azulian`: play as the White Azulian.
* `bluebird`: play as the Blue Bird.
* `warp whistle`: automatically win the current level, with a snarky
cheater message in the victory dialog. It will mark the level as
Completed but not reward a high score.
* `$ d.SetPlayerCharacter("anything.doodad")` - set your character to any
doodad you want, besides the ones that have dedicated cheat codes. The
".doodad" suffix is optional. Some to try out are "key-blue", "anvil",
or "box". If you are playing as a key, a mob might be able to collect
you! This will softlock the level, but another call to
`d.SetPlayerCharacter()` will fix it! Use the `pinocchio` cheat or
restart the game to return to the default character (boy.doodad)
Updates to the JavaScript API for doodads:
* `Self.IsWet() bool` can test if your actor is currently in water.
Other changes this release:
* Editor: fancy **mouse cursors** gives some visual feedback about what
tool is active in the editor, with a Pencil and a Flood Fill
cursor when those tools are selected.
* Editor: your **Palette** buttons will now show their pattern with their
color as the button face, rather than just the color.
* Editor: Auto-save is run on a background thread so that, for large
levels, it doesn't momentarily freeze the editor on save when it runs.
* Editor: Fix the Link Tool forgetting connections when you pick up and
drop one of the linked doodads.
* Link Tool: if you click a doodad and don't want to link it to another,
click the first doodad again to de-select it (or change tools).
* Editor: your last scroll position on a level is saved with it, so the
editor will be where you left it when you reopen your drawing.
* Doodad tool: `doodad edit-level --resize <int>` can re-encode a level
file using a different chunk size (the default has been 128).
Experimental! Very large or small chunk sizes can lead to different
performance characteristics in game!
* Fixed the bug where characters' white eyes were showing as transparent.
## v0.12.1 (April 16 2022) ## v0.12.1 (April 16 2022)
This update focuses on memory and performance improvements for the game. This update focuses on memory and performance improvements for the game.

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# `make mingw-release` runs a FULL end-to-end release of Linux and Windows # `make mingw-release` runs a FULL end-to-end release of Linux and Windows
# binaries of the game, zipped and tagged and ready to go. # binaries of the game, zipped and tagged and ready to go.
.PHONY: mingw-release .PHONY: mingw-release
mingw-release: doodads build mingw __dist-common release mingw-release: doodads build mingw __dist-common appimage release
.PHONY: mingw32-release .PHONY: mingw32-release
mingw32-release: doodads build mingw32 __dist-common release32 mingw32-release: doodads build mingw32 __dist-common appimage release32
# `make osx` to cross-compile a Mac OS binary with osxcross. # `make osx` to cross-compile a Mac OS binary with osxcross.
# .PHONY: osx # .PHONY: osx

3
go.mod
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@ -25,3 +25,6 @@ require (
golang.org/x/sys v0.0.0-20220408201424-a24fb2fb8a0f // indirect golang.org/x/sys v0.0.0-20220408201424-a24fb2fb8a0f // indirect
golang.org/x/term v0.0.0-20210927222741-03fcf44c2211 // indirect golang.org/x/term v0.0.0-20210927222741-03fcf44c2211 // indirect
) )
replace git.kirsle.net/go/render => /home/kirsle/SketchyMaze/deps/render
replace git.kirsle.net/go/ui => /home/kirsle/SketchyMaze/deps/ui