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e9918e2 · Jun 3, 2022

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changelog.md

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Update 03-June-2022: Major Change 2 (v0.4.8)

Additions:

  • Save file system
  • Default save files
  • Parrying system (improper)
  • Dashing twice off walls
  • Collapsing floor and breakable wall textures
  • Dirtmouth entrance door event
  • Animations for Vengefly
  • Broken geo rocks and breakable walls are saved
  • Lifeblood absorption animation
  • Multidirectional room transitions
  • Complete Forgotten Crossroads map
  • Tiktik enemy
  • Husk Bully enemy
  • Hornhead Husk enemy
  • Leaping Husk enemy
  • Gruzzer enemy

Changes:

  • Particle effect of hitting walls and enemies is now displayed properly
  • Collected items' name now use the proper font
  • Crawlids are affected by gravity after death
  • Crawlids no more turn around after hitting a wall during knockback
  • Increased wall cling fall speed
  • Increased minimum fall height required for hardfalls
  • Decreased enemy knockback

Bugfixes:

  • Fixed soul vessel displaying less soul
  • Fixed Vengeful Spirit not resetting fall speed
  • Fixed spikes sparking more than necessary
  • Fixed a bug where you could buffer attacks during dashes
  • Fixed a bug where player could get stuck in double jump animation

Update 7-May-2022: Major Change 1 (v0.3.6)

Additions:

  • Implemented proper particle system
  • Added Dirtmouth
  • Added room transitioning
  • Added missing spell interactions to some enemies
  • Added option to hide mouse cursor
  • Added slashing animations
  • Added walking animation
  • Added benches
  • Added respawn system
  • Added death animation
  • Added custom window icon
  • Added custom mouse cursor
  • Added "Perpetua" and "Trajan Pro" custom fonts
  • Added regular and shadow dashing animation as well as its particles
  • Added double jump animation
  • Added visual and particle effect for having low health
  • Added Shade enemy
  • Added liquid animation to the soul vessel
  • Implemented "GameFlags" class for easier and more efficient game state management
  • Added particle effect for getting hit while having Lifeblood
  • Added ability to mirror images through code
  • Added superdash animation
  • Added particle effect for hitting walls and enemies
  • Added particle effect for collecting geo
  • Added particle effect for hitting spikes

Changes:

  • Massively improved implementation of World system
  • Improved wall climb system
  • Decreased screen shake
  • Reduced horizontal bounce of geo
  • Double jump is now slightly delayed to simulate inertia
  • Interactable items are now rendered in front of the player
  • Generalized the method of player getting hit
  • Particle effect of taking damage is now displayed according to facing direction
  • Generic breakable walls are now not climbable
  • Reduced player slash active hitbox duration

Bugfixes:

  • Fixed a bug with spikes where player wouldn't stop pogo'ing
  • Fixed timing of damage dealt by hazards
  • Fixed a bug with the engine where the window wouldn't scale properly if the "Display Scaling" setting in the OS is not 100%
  • Fixed a bug with the pogo system where you could pogo twice
  • Fixed a broken vertical camera lock in King's Pass

Update 25-Mar-2022: v0.1.7

  • Reimplemented map loading system for organizing assets better
  • Added Lifeblood system
  • Added Lifeblood cocoons and Lifeseed

Update 24-Mar-2022: v0.1.6

  • Implemented rendering rank system
  • Open chests are now rendered properly
  • HUD is now rendered above the game itself
  • Fixed a bug with the game freeze system which resulted in twice the desired length
  • Added visual effect for enemies getting hit
  • Improved enemy knockback
  • Improved the visual effect for healing
  • Fixed a bug with hazard respawns which resulted in late screen shake
  • Geo deposits now shake when hit
  • Hitting spikes now shakes screen

Update 23-Mar-2022: v0.1.5

  • Chests now have proper hitbox after being opened
  • Implemented item system
  • Implemented item chests
  • Added screen shake
  • Game now freezes for a brief time when getting hit

Update 22-Mar-2022: v0.1.4

  • Fixed a bug with the rendering of healing sprites (Windows specific)
  • Vengeful Spirit can now be used with the heal button as well
  • Fixed a bug where you would use a spell if you had enough extra soul after healing
  • Significantly improved the camera system and fixed many inconsistencies and bugs
  • Player now cannot cling to the walls while pogo-ing
  • Screen now fades to black at hazard respawns

Update 20-Mar-2022: v0.1.3

  • Fixed a bug with hazards that would not set the player to the ground
  • Fixed a bug with hazards that would not reset the camera
  • Added transparency option to the rendering engine
  • Improved knockback when damage shocked
  • Reimplemented attacking system
  • Down-slash hitbox was decreased due to the previous change
  • Fixed a bug with the reimplemented attack system where knockback was too long
  • Added a dark flashing effect when the player is invulnerable (after taking damage)
  • Added fully functional healing system
  • Refined horizontal slash knockback detection
  • Added fully functional Vengeful Spirit spell

Update 17-Mar-2022: v0.1.2

  • Fixed a bug with camera lock system
  • Refined camera system
  • Completely reimplemented hazard system
  • Fixed a bug with hazard respawn system where player would not be grounded afterwards
  • Added fully functional stalagmites
  • Added a missing geo deposit to King's Pass
  • Geo mechanics have been refined
  • Implemented solid entity collision detection system
  • Solid entities can now be treated as tiles (parts of the map)
  • Implemented proper soul mechanics
  • Added Geo chests (items coming soon)
  • Downslash hitbox size increased to improve pogo-ing
  • Added collapsing floors
  • Added breakable walls
  • Refined King's Pass collision map
  • Fixed a bugged hazard respawn point in King's Pass

Update 16-Mar-2022: v0.1.1

  • Up-slashing enemies now stops jumping
  • Fixed a bug where you could buffer a super-dash when not permitted to
  • Vastly improved the AI of crawling enemies
  • Refined general enemy knockback
  • Added charging animation to super-dash
  • Player now has some momentum after finishing super-dash
  • Added post superdash player sprite
  • Added camera lag effect
  • Player can now look up or down by holding corresponding buttons
  • Added King's Pass camera locks

Update 13-Mar-2022: v0.1.0

(I was busy playing Elden Ring, so expect more frequent updates now that I have finished it)

  • Game now works properly in a wide range of framerate options: Tested [36 -> 288], it is recommended to choose a framerate that only differs from 144 by factors of two (e.g. 72)
  • Refined flying enemy vertical knockback
  • Refined geo physics

Update 24-Feb-2022: v0.0.9

  • Added "Vengefly" enemy with proper combat AI
  • Added geo deposits
  • Fixed a bug where nail hit knockback would persist through dashes

Update 23-Feb-2022: v0.0.8

  • Improved the implementation of entity movement
  • Improved the implementation of spawning entities (spawning on runtime)
  • Added geo physics
  • Killed enemies now drop geo
  • Fixed a bug with dashing where you could jump during it
  • Fixed a bug with dashing where if you held jump button during dash you would buffer a jump
  • Implemented knockback upon hitting walls

Update 22-Feb-2022: v0.0.7

  • Added "Crawlid" enemy with proper wandering AI
  • Implemented Geo system
  • Improved the implementation of loading worlds (rooms)
  • Improved the implementation of player getting hit
  • Improved the implementation of entities getting hit by player

Update 19-Feb-2022: v0.0.6

  • Added shadow dash
  • Added "Wandering Husk" enemy with proper idle and combat AI
  • Hitboxes can now be toggled in "Launcher.java"

Update 18-Feb-2022: v0.0.5

  • Added double jump ability
  • Double jump resets upon 'pogo's
  • Added super dash ability
  • Players can also super dash while clinging onto walls

Update 17-Feb-2022: v0.0.4

  • Added spike objects
  • Players can now 'pogo' on spikes
  • Spikes cause respawn
  • Added hazard respawn areas which change the hazard respawn point
  • Slash duration shortened to prevent continuous 'pogo's by spamming attack
  • Getting hit by enemies now has its own sprite
  • Knockback caused by enemies now depend on which side of them you are at, not which way you are facing
  • Added proper spike hazards to "King's Pass"

Update 16-Feb-2022: v0.0.3

  • Added collision detection between entities
  • Added ability to attack in all directions
  • Added ability to damage and kill entities
  • Horizontal slashing sprites now alternate
  • Added ability to pogo (downslash and get pushed up)
  • Dash resets upon 'pogo's

Update 14-Feb-2022: v0.0.2

  • Refined player movement and dash speed
  • Refined dash length
  • Added hard-fall event
  • Added new sprites for walking, jumping, dashing, falling and hard-falling
  • Created "King's Pass" collision map
  • Added some HUD elements

Update 14-Feb-2022: v0.0.1a

  • Improved entity grounded state detection
  • Fixed a bug with jumping where pressing jump midair after falling off of a platform and holding it would result in a jump upon landing
  • Added ability to dash a second time midair after dashing off of platforms

Update 13-Feb-2022: v0.0.1

  • Added map collision detection for entities
  • Added gravity
  • Added jumping ability (bugged; falling off of a platform and holding jump button midair will result in a jump upon impact)
  • Added dashing ability (incomplete; cannot dash twice off platforms)
  • Image based map generation (color space has to be grayscale)