Releases: ProarchwasTaken/tld_skirmish
Releases · ProarchwasTaken/tld_skirmish
Release list
Release v1.0.1
What's Changed
- Separated most of the common code into a shared library called triblib, and integrated into the project. The reason for this decision is so I could use the code I've already written for future games.
- As such, how the project is structure has been severely changed. However they're practically unnoticeable to the average player.
- Due to recent updates, some stats in the combatant index has been rebalanced. (Like that ever means anything.
Full Changelog: v1.0.0...v1.0.1
Release v1.0
What's Changed
- Revamped the title screen, and main menu.
- Implemented configurable settings and a menu to go along with it.
- Implemented the controls menu.
- Added the Combatant Index, which you could view as a bestiary of sorts.
- Implemented a proper pause menu and screenshot functionality.
Full Changelog: v0.4.0...v1.0.0
Beta v0.4.0
What's Changed
- Implemented a proper game over, and win sequence.
- Added a splash screen, and pregame text.
- New system class for playing wipe transitions over the scene which is used all across the program
- Implemented music into the game, breathing new life into it.
- Minor balance changes.
Full Changelog: v0.3.0...v0.4.0
Beta 0.3.0
What's Changed
- New Enemy: 'The Damned'
- New Sub-Weapon: 'Franklin'
- New Stage: 'Cadence'
- 3 new waves. Now totaling at 8.
Miscellaneous Changes
- The player could now hold the button to keep guarding.
- Every combatant now has a new variable that tracks how many times they've been hit before exiting hit stun.
- Rethought how some formulas are calculated.
- The player now has a separate variable of which the camera uses to know where it should be.
- Performed a slight rework on how 'Stability' works.
Full Changelog: v0.2.1...v0.3.0
Alpha v0.2.1
What's Changed
Stages
- New Stage: "Birthplace"
- With the addition of a new stage. The GameplayScene will select a random one upon loading. The data for which stages that could be selected is stored within a simple text file that anyone could edit. Allowing the possibility of add custom stages because why not.
- Made certain parts of every stage transparent with the intention of having the game fill it in with a color that represents the current phase of the game
Utils
- New Sequence class template. Which is basically a more advanced version of the Animation utility functions
Player
- Altered how the player's sprite sheet is shaped.
- To improve game feel, the player will slowly decelerate when attempting to perform a normal attack while moving.
- As such, the player will also decelerate when they reach the recovery phase while using BallLight.
Game Structure and Miscellaneous Changes
- Defined a new header directory exclusively for meta data classes and structs.
- Separate all the definitions for utility functions into separate header files to hopefully shorten compile times.
- Fix goofy ahh coding error that I didn't notice until recently for some reason. Now I had to rebalance all the enemy patience values.
- Attempted to perform other code optimizations whenever possible.
Full Changelog: v0.2.0...v0.2.1
Alpha v0.2.0
What's Changed
Main Changes
- Implemented a new enemy which is a floating torso with a giant sword.
- Implemented a new Sub-Weapon
- Due to the previous change a Sub-Weapon Selection scene has been added as well.
Player
- The player actually now has a proper death animation.
- Added the speed parameter to the player's movement function, as well as a toggle that causes the player to move automatically
regardless of the player's input. This is here to add more flexibility when it comes to action commands. - New function that assigns a sub-weapon that associated with a given ID to the player.
- Due to this, the player initializes without a sub-weapon assigned. You'll see why later.
- Also made some miscellaneous addition that are absolutely not important.
Miscellaneous Changes
- Due to the addition of new combatant, the death sequence is now a common method that every combatant could make use of.
- Performed a slight revamp of the cameraFollow function so that it allows the camera to follow any position, not just the player's.
- Enemies will no longer pursue the player if they're dead.
- Separated spritesheet metadata into separate files.
- Debug mode is now completely inaccessible in the release build.
- Plugged the discord server in the README.md. You should check it out if you haven't already! ; )
Full Changelog: v0.1.1...v0.2.0
Alpha v0.1.1
What's Changed
- Performed important structural refactoring across the program.
- Replaced most 'throw' statements with asserts
- Combatants and Dynamic Actors will not be drawn if they're offscreen.
- A sound will play when the player reaches critical health. The LifeHud will also turn red
- Implemented a systems in the debug scene where it's now easier to test specific waves.
- Added damage numbers.
Full Changelog: alpha-v0.1.0...v0.1.1
Alpha v0.1.0
What's Changed
Combatants
- Lowered the general scaling of stats to that of smaller numbers. For example, the player's health has been lowered from 100 to 30, and
the Ghoul Health has been lowered from 50 to 15. This change is made in an attempt to make the numbers feel more meaningful, and
impactful. - Of course the damage of most action commands have been balanced to accommodate this.
Morale
- The player now has a new attribute called Morale. They act as a resource used to limit how much the player could use Weapon
Techniques. - Morale could be gained in 3 ways. By chaining normal attacks, countering attacks, and guarding against attacks.
- The player's morale is displayed by it's respective hud element location right next to the life hud.
Actions Commands
- Every action command now has a number that correlates to what type it is
- Doing this would make it possible for the game to identify whether the player is using a normal attack, or weapon technique.
Dynamic Actors
- Written the DynamicActor base class. Which is a game object that's capable of being initialized and implemented into the current scene
from anywhere in the program. Basically for stuff like projectiles, and particle effects. - Written a bunch of utility functions that are required to make this system work.
Sub-Weapons
- Implemented Sub-Weapons, which starting now, is recurring mechanic in the True Human Tribulation series.
- In this game, they typically act as extensions to the player's core move set. Providing them with 2 special action commands that each cost
Morale to use. An adequate term for these action commands would be Weapon Techniques, or Weapon Tech for short. - A Sub-Weapon's techniques could separated into two types: light and heavy.
- Implemented the Knife Sub-Weapon to test this new addition to the game.
Miscellaneous Changes
- Implemented a base win state that takes the player back to the title screen once the final wave has been reached, and all enemies were
defeated. It's meant to act as a placeholder for now. - You could cancel a light attack into a guard if it connects. This change is mostly made for fun, and it could easily be tweaked or removed
if it becomes a problem.
Full Changelog: pre-alpha-v0.0.4...alpha-v0.1.0
Pre-Alpha v0.0.4
What's Changed
Made some great progress. The project is starting to feel like a game! Because of that fact, I'm marking this as a stable version of the game.
Scenes
- Implemented the title screen and main menu.
- Written utility functions that help with menu navigation
- For now, only the "PLAY GAME" and "QUIT GAME" options are functional at the moment.
- Finally implemented the gameplay scene.
Stages
- Prepared a simple stage template to make the task of making stages easier.
- Written Utility functions for loading stage textures.
- Drawn a proper stage called: Arisen
- Raised the default y levels of every combatant to compensate
Gameplay Loop
- There is now a timer that constantly ticks down. A wave of enemies will spawn if it hits 0.
- A wave counter that ticks up whenever the timer hits zero. Would only stop when the final wave has been reached.
- Implemented Wave Manager which is responsible for handling the spawning of enemies.
- The game now goes to the title screen when the player dies to make testing easier.
Game Phases
- The Rest phase only triggers when there are no enemies active and/or waiting to be spawned. During the Rest phase the player will use a different idle sprite, and their health will slowly regenerate.
- If the conditions to trigger the Rest phase aren't met, the game would be in the Action phase.
Miscellaneous Changes
- Finished the game's custom font
- Written utility functions for aligning text.
Full Changelog: pre-alpha-v0.0.3...pre-alpha-v0.0.4
Pre-Alpha v0.0.3
- Incorporated the RNG system from the random library rather than using the stuff raylib has. I did this because it allow the usage of random floating point numbers and more freedom of what could be done.
- Added sound effects to the game through the implementation of the Audio Loader.
- Implemented the Guard action command.
- Drawn a custom font for the game.
- Implemented the Life Hud that displays the player's health.
- Performed some refactoring and changes to the games structure.
Full Changelog: pre-alpha-v0.0.2...pre-alpha-v0.0.3
By the way, you have to run the game from the command line with the argument: --debug_scene. This will not become necessary soon enough.