Update Changelog
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Changes.md
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Changes.md
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# Changes
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## v0.13.0 (TBD)
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This is a major update that brings deep architectural changes and a lot
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of new content to the game.
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Swimming physics have been added:
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* The **water** pixels finally do something besides turn the character
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blue: swimming physics have finally been hooked up!
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* While the player is touching water pixels (and is colored blue),
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your gravity and jump speed are reduced, but you can "jump"
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infinite times in order to swim higher in the water. Hold the jump
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button to climb slowly, spam it to climb quickly.
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* The **Azulians** understand how to swim, too, though left to their
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own devices they will sink to the bottom of a body of water. They'll
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swim (jump) up if you're detected and above them. The Blue Azulian
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has the shortest vertical aggro radius, so it's not a very good swimmer
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but the White Azulian can traverse water with ease and track you
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from a greater distance.
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New levels:
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* **The Jungle** (First Quest) - a direct sequel to the Boat level, it's
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a jungle and Mayan themed platformer featuring many of the new doodads
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such as snakes, gemstones, and crushers.
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* **Gems & Totems** (Tutorial, Lesson 4) - a tutorial level about the
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new Gem and Totem doodads.
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* **Swimming** (Tutorial, Lesson 5) - a tutorial level to learn how
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"water pixels" work with some moderately safe platforming puzzles
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included.
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* Some of the existing levels have had minor updates to take advantage
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of newer game features, such as the water being re-done for the Castle
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level.
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New doodads:
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* **Blue Bird:** a blue version of the Bird which flies in a sine wave
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pattern about its original altitude, and has a larger search range to
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dive at the player character.
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* **Snake:** a green snake that sits coiled up and always faces the
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player. If you get nearby and try and jump over, the Snake will jump
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up and hope to catch you.
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* **Crusher:** a block-headed enemy with an iron helmet which tries to
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drop on you from above. Its helmet makes a safe platform to ride
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back up like an elevator.
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* **Gems and Totems:** four collectible gems (in different colors and
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shapes) that slot into Totems of a matching shape. Totems can link
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together to require multiple gemstones before they'll emit a power
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signal to other linked doodads.
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New **File Formats**:
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* Levels and Doodads have a new file format based on ZIP files,
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like levelpacks.
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* It massively improves loading screen times and helps the
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game keep a substantially lighter memory footprint (up to 85%
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less memory used, like 1.5 GB -> 200 MB on _Azulian Tag - Forest_).
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* **Your old levels and doodads still work**! The next time you save
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them, they will be converted to the new file format automatically.
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* The `doodad` tool can also upgrade your levels by running:
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`doodad edit-level --touch <filename>.level`
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Other new content to use in your levels:
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* New wallpapers: Dotted paper (dark), Parchment paper (red, blue,
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green, and yellow).
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* New palette: Neon Bright, all bright colors to pair with a dark level
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wallpaper.
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* New brush pattern: Bubbles. The default "water" color of all the game's
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palettes will now use the Bubbles pattern by default.
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New cheat codes:
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* `super azulian`: play as the Red Azulian.
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* `hyper azulian`: play as the White Azulian.
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* `bluebird`: play as the Blue Bird.
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* `warp whistle`: automatically win the current level, with a snarky
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cheater message in the victory dialog. It will mark the level as
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Completed but not reward a high score.
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* `$ d.SetPlayerCharacter("anything.doodad")` - set your character to any
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doodad you want, besides the ones that have dedicated cheat codes. The
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".doodad" suffix is optional. Some to try out are "key-blue", "anvil",
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or "box". If you are playing as a key, a mob might be able to collect
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you! This will softlock the level, but another call to
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`d.SetPlayerCharacter()` will fix it! Use the `pinocchio` cheat or
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restart the game to return to the default character (boy.doodad)
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Updates to the JavaScript API for doodads:
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* `Self.IsWet() bool` can test if your actor is currently in water.
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Other changes this release:
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* Editor: fancy **mouse cursors** gives some visual feedback about what
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tool is active in the editor, with a Pencil and a Flood Fill
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cursor when those tools are selected.
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* Editor: your **Palette** buttons will now show their pattern with their
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color as the button face, rather than just the color.
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* Editor: Auto-save is run on a background thread so that, for large
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levels, it doesn't momentarily freeze the editor on save when it runs.
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* Editor: Fix the Link Tool forgetting connections when you pick up and
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drop one of the linked doodads.
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* Link Tool: if you click a doodad and don't want to link it to another,
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click the first doodad again to de-select it (or change tools).
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* Editor: your last scroll position on a level is saved with it, so the
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editor will be where you left it when you reopen your drawing.
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* Doodad tool: `doodad edit-level --resize <int>` can re-encode a level
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file using a different chunk size (the default has been 128).
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Experimental! Very large or small chunk sizes can lead to different
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performance characteristics in game!
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* Fixed the bug where characters' white eyes were showing as transparent.
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## v0.12.1 (April 16 2022)
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This update focuses on memory and performance improvements for the game.
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4
Makefile
4
Makefile
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@ -120,10 +120,10 @@ appimage:
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# `make mingw-release` runs a FULL end-to-end release of Linux and Windows
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# binaries of the game, zipped and tagged and ready to go.
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.PHONY: mingw-release
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mingw-release: doodads build mingw __dist-common release
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mingw-release: doodads build mingw __dist-common appimage release
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.PHONY: mingw32-release
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mingw32-release: doodads build mingw32 __dist-common release32
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mingw32-release: doodads build mingw32 __dist-common appimage release32
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# `make osx` to cross-compile a Mac OS binary with osxcross.
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# .PHONY: osx
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3
go.mod
3
go.mod
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golang.org/x/sys v0.0.0-20220408201424-a24fb2fb8a0f // indirect
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golang.org/x/term v0.0.0-20210927222741-03fcf44c2211 // indirect
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)
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replace git.kirsle.net/go/render => /home/kirsle/SketchyMaze/deps/render
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replace git.kirsle.net/go/ui => /home/kirsle/SketchyMaze/deps/ui
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