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
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
- Reimplemented map loading system for organizing assets better
- Added Lifeblood system
- Added Lifeblood cocoons and Lifeseed
- 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
- 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
- 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
- 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
- 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
- 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
(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
- Added "Vengefly" enemy with proper combat AI
- Added geo deposits
- Fixed a bug where nail hit knockback would persist through dashes
- 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
- 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
- Added shadow dash
- Added "Wandering Husk" enemy with proper idle and combat AI
- Hitboxes can now be toggled in "Launcher.java"
- Added double jump ability
- Double jump resets upon 'pogo's
- Added super dash ability
- Players can also super dash while clinging onto walls
- 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"
- 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
- 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
- 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
- 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)