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