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This repository has been archived by the owner on Aug 24, 2023. It is now read-only.

Releases: Aidunlin/PaddleBattle

v0.6.1

06 Sep 15:36
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Nothing has changed in this patch, except for how you play the game. 0.6.0 required the use of the .NET Core SDK to build the game from the editor to actually be able to play, so this patch is just the easiest way to start providing exported game files. You can still build from the source code (and use the provided editor), but this option is available to those who don't want to go through the trouble.

v0.6.0

04 Sep 22:46
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Welcome to PaddleBattle 0.6.0! This is the game's biggest update so far. I hope you enjoy.

  • Implemented Discord Game SDK
    • Replaced LAN multiplayer with Discord's lobbies/networking
    • Added in-game invite functionality
    • Implemented (almost) seamless automatic host switching (I'm hoping to fix this Soon™)
  • Switched to a light theme
  • Improved stutter for high-FPS monitors
  • Made everything move faster
    • Balls slow down less
    • Paddles have a higher max speed
    • Paddles can dash way more often
  • UI changes and improvements:
    • Simplified UI options
    • Overhauled game messages (no in-game chat, Discord exists already)
  • Combined the Godot editor with the source files to unify playing the game and editing/debugging the game
    • To play, just run the Godot executable
    • To edit/debug, simply open the project file with the Godot executable
    • EDIT: YOU NEED TO BUILD THE GAME WITHIN THE EDITOR TO BE ABLE TO PLAY
      • I'm going back to making exported builds for the game, this will be available in 0.6.1

I'm excited to see where PaddleBattle goes in the future. As slow as development may be (one person working on and off), it's come a long way since it's first version. As always, any feedback, be it praise, suggestions, or criticisms, is greatly appreciated.

v0.5.0 - Anniversary Update

21 Mar 08:37
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It's been one year since my first commit to PaddleBattle on March 21, 2020. What a crazy year.

  • Updated textures - replaced pixel art with smooth, vector-based art
    • The game now looks more crisp with texture anti-aliasing
  • More UI improvements - slight update to theme
  • Added LAN session list - similar to Minecraft's LAN session browser
    • The session broadcaster and listener function on port 8191

v0.4.1

30 Jan 22:47
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  • Removed the ability to play on the right side of the keyboard
  • Added a smaller map and the ability to toggle between the two maps
  • Improved the menu design

v0.4.0

23 Jan 22:53
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  • Implemented online multiplayer
  • Added version checking for playing over LAN
  • Replaced sprinting with dash mechanic
  • Added menu options/inputs for playing over LAN
  • Removed CRT filter
  • Made general improvements across the game

v0.3.0

18 Aug 23:34
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  • Tweaked movement, collisions, and physics to prevent sluggish gameplay
  • Improved the main menu and in-game messages
  • Added bloom and an optional CRT filter
  • Changed the way adding players works
    • Like most multiplayer party games, any number of players can join in
    • Player one (first to join) can press enter/start to start the game

v0.2.0

29 May 22:04
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  • Added a main menu
  • Implemented basic game state
  • Removed point system
  • Created win condition: last paddle standing wins

v0.1.2

14 Apr 01:09
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  • The camera tracks/zooms to always view players.
  • Improved HUD (centered properly and changes based on how many players are present).
  • Implemented dual-stick controls - right stick is used to rotate (sprint button is now left trigger).
  • Disabled collision between players.
  • Improved testing map: it's bigger and better.

v0.1.1

30 Mar 19:43
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  • HUD HP/point bars are no longer centered.
  • Fixed controller feedback only happening if the player wasn't using a controller (I am stupid).
  • Improved paddle/ball textures - more pixelated, increased ball size.
  • Improved background color - it's now a much darker gray and looks nicer with the neon-like colors.

v0.1.0

30 Mar 02:43
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  • Players (paddles/UI) don't get created until they press the join button.
  • Improved keyboard controls:
    • Movement vectors are normalized. In other words, you can't move faster diagonally then horizontally.
    • Buttons to join are the main enter key and keypad enter key. Use WASD/shift (sprint)/GH (rotate) if you press the main enter key, and arrow keys/keypad 1 (sprint)/keypad 2 and 3 (rotate) if you press the keypad enter key.
  • Added controller support:
    • Left stick to move, triggers to rotate (clockwise/counterclockwise), button 1 to sprint (button 1 is B on xbox so use your equivalent).
    • Button to join is start (or your equivalent).
    • Additionally, your controller will vibrate when colliding.
  • Up to 8-player same-screen multiplayer. So the fifth person (or sixth or seventh or eigth) in your party can join in without having to switch out.
  • Replaced death count with point count. If you hit a ball, and that ball causes someone to die, you get a point. The point is given to the most recent hitter (except yourself).
  • Players and balls can now spawn in places specified by the map. This will be used later when we get into map-making.
  • This was implemented earlier, but hitting escape will reload (restart) the game. Useful if you need it!