From feea703d0cb5bfe92f6cc59d9b5c6f705436ca2e Mon Sep 17 00:00:00 2001 From: Noah Petherbridge Date: Thu, 7 Oct 2021 21:25:56 -0700 Subject: [PATCH] Update changelog for upcoming 0.9.0 --- Changes.md | 83 ++++++++++++++++++++++++++++++++++++++++ pkg/branding/branding.go | 2 +- 2 files changed, 84 insertions(+), 1 deletion(-) diff --git a/Changes.md b/Changes.md index 51b0175..57e63db 100644 --- a/Changes.md +++ b/Changes.md @@ -1,5 +1,88 @@ # Changes +## v0.9.0 (TBD) + +New features: + +* **Touch controls:** the game is now fully playable on small + touchscreen devices! For gameplay, touch the middle of the screen + to "use" objects and touch anywhere _around_ that to move the + player character in that direction. In the level editor, swipe + with two fingers to pan and scroll the viewport. +* **Proper platforming physics:** the player character "jumps" by + setting a velocity and letting gravity take care of the rest, + rather than the old timer-based flat jump speed approach. Most + levels play about the same but the jump reach _is_ slightly + different than before! +* **Giant Screenshot:** in the Level Editor you can take a "Giant + Screenshot" of your _entire_ level as it appears in the editor + as a large PNG image in your game's screenshots folder. This is + found in the "Level" menu in the editor. +* **Picture-in-Picture Viewport:** in the Level Editor you can open + another viewport window into your level. This window can be resized, + moved around, and can look at a different part of your level from + your main editor window. Mouse over the viewport and your arrow keys + scroll it instead of the main window. +* **"Playtest from here":** if you click and drag from the "Play (P)" + button of the level editor, you can drop your player character + anywhere you want on your level, and play from there instead of + the Start Flag. +* **Middle-click to pan the level:** holding the middle click button + and dragging your mouse cursor will scroll the level in the editor + and on the title screen. This can be faster than the arrow keys to + scroll quickly! +* **Zoom in/out** support has come out of "experimental" status. It's + still a _little_ finicky but workable! + +Some new "technical" doodads are added to the game. These doodads are +generally invisible during gameplay and have various effects which can +be useful to set up your level the right way: + +* **Goal Region:** a 128x128 region that acts as an Exit Flag and will + win the level if touched by the player. +* **Checkpoint Region:** a 128x128 invisible checkpoint flag that sets + the player's spawn point. +* **Fire Region:** a 128x128 region that triggers the level fail + condition, behaving like fire pixels. +* **Power Source:** a 64x64 invisible source of power. Link it to doodads + like the Electric Door and it will emit a power(true) signal on level + start, causing the door to "begin" in an opened state. +* **Stall Player (250ms):** when the player touches this doodad, control + freezes for 250ms, one time. If this doodad receives power from a linked + button or switch, it will reset the trap, and stall the player once more + should they contact it again. + +The Doodad Dropper window has a dedicated category for these +technical doodads. + +New methods available to the Doodad JavaScript API: + +* `Self.Hide()` and `Self.Show()` to turn invisible and back. +* `Self.GetVelocity()` that returns a Vector of the actor's current speed. +* New broadcast message type: `broadcast:ready` (no arguments). Subscribe + to this to know the gameplay is ready and you can safely publish messages + to your linked doodads or whatever, which could've ended up in deadlocks + if done too early! + +Some slight UI polish: + +* The **Doodad Dropper** window of the level editor now shows a slotted + background where there are any empty doodad slots on the current page. +* Your **scroll position** is remembered when you playtest the level; so + coming back to the editor, your viewport into the level as where you + left it! +* New **keybinds** are added to the Level & Doodad Editor: + * `Backspace` to close the current popup UI modal + * `Shift+Backspace` to close _all_ popup UI modals + * `v` to open a new Viewport window +* Some **flashed messages** are orange instead of blue to denote an 'error' + status. The colors of the fonts are softened a bit. +* New **cheat code**: `show all actors` to make all invisible actors shown + during Play Mode. You would be able to see all the technical doodads + this way! +* New command for the doodad CLI tool: `doodad edit-level --remove-actor` + to remove actors by name or UUID from a level file. + ## v0.8.1 (September 12, 2021) New features: diff --git a/pkg/branding/branding.go b/pkg/branding/branding.go index d99b96b..96540cd 100644 --- a/pkg/branding/branding.go +++ b/pkg/branding/branding.go @@ -4,7 +4,7 @@ package branding const ( AppName = "Sketchy Maze" Summary = "A drawing-based maze game" - Version = "0.8.1" + Version = "0.9.0" Website = "https://www.sketchymaze.com" Copyright = "2021 Noah Petherbridge" Byline = "a game by Noah Petherbridge."