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Releases: Ynichik/ConsoleGameRPG

Console Text RPG v0.2.5-alpha

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@Ynichik Ynichik released this 26 Jul 10:18

This is a small update that adds:

  • New background music

A few minor music-related bugs have also been fixed.

Console Text RPG v0.2.2-alpha — Voices & Echoes

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@Ynichik Ynichik released this 22 Jul 16:50
89242e0

🚀 v0.2.2-alpha "Voices & Echoes"

This is almost the final iteration before the full release! In this update, the game literally "spoke", and also received a large portion of technical polish.

🎵 New features:

  • SFML audio system: SoundManager integrated for cross-platform and stable sound playback.
  • Easter egg voiceover: Secret names and entered nicknames are now accompanied by unique voice lines!

🛠 Fixes and refactorings:

  • Fixed the problem with skipping the name entry due to the correct clearing of the buffer via std::cin.ignore().
  • Correct program termination and menu exit function have been configured.
  • Moved the logic of the victory cup to a separate game_state.cpp module for architectural purity.
  • We got rid of obsolete system calls in favor of cleaner code.

Console Text RPG v0.1.5-alpha — Battle Sistem & UI Update

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@Ynichik Ynichik released this 20 Jul 15:29
7a6a736

📦 Architecture & New Modules
Modular Expansion: Introduced new dedicated modules (Ui, SoundManager, and game_state) to further decouple logic and keep the codebase clean and scalable.

Structured Codebase: Organized components across specialized files (BattleSystem, MonsterFactory, EasterEggs, and Main).

⚔️ Game Mechanics & Progression Fixes
Sequential Bestiary Progression: Fixed a logic bug where the victory screen would trigger after defeating the very first enemy. Players now must successfully fight through the entire progression chain—from a basic Slime up to the final Death Knight—to claim ultimate victory.

Refined Game Loop & Exit Logic: Optimized the main flow and exit conditions, ensuring proper program termination when special events or easter eggs (like the Stanley trigger) are activated.

Centralized PRNG: Configured global random seed initialization (srand) in Main to ensure reliable and distributed random calculations (such as critical hits and damage scaling) across all combat modules.

🖥️ UI & Rendering Improvements
Artifact-Free Console HUD: Fixed text-overlapping and visual glitches during battle loops by upgrading the screen refresh logic to clean buffer sequences (\033[2J\033[H), resulting in a smooth, readable combat UI.

📚 Documentation
Comprehensive README: Added detailed project documentation covering core features, project structure, and instructions on how to build and run the game in Visual Studio.

v0.1.2-alpha

v0.1.2-alpha Pre-release
Pre-release

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@Ynichik Ynichik released this 19 Jul 16:04
03dd2ff
Update README with game description and instructions

Added introductory text and instructions for the game.