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CHANGELOG.md

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Change Log

Dose Response is roguelike game where you play an addict. Avoid the dangers threatening your mind and body while desperately looking for the next fix.

1.0.0 - 2018-12-19

  • Made the initial safe area smaller
  • Stopped showing commandline options that are not compiled in
  • Recorded a few teaser/trailer attempts (check out the videos/ folder)
  • Replaced the "Dead" message in the sidebar with "Lost"
  • Added support for message boxes with timeouts
    • they're not used anywhere in the game, but they're in the trailers
  • Add a "call to action" alternative to the endgame window
    • not useful in the game, but will used in the trailer
  • Fix broken screen fade in on losing the game
    • after the fadeout, the screen went bright immediately instead of fading in
  • Add an optional "recording" Cargo feature
    • We use this to record the trailer
    • It changes a bunch of timings and gameplay configs
    • It allows saving each game frame to a file
    • It shows the "call to action" window
    • It hides the keyboard hints in the early game

0.11.1 - 2018-12-14

  • Updated all in-game links to use the new https://tryjumping.com website
  • Added icon to the Windows executables
  • Migrated code repository to https://github.com/tryjumping/dose-response
  • Added counter showing progress on increasing the Will stat
  • Companion NPCs are now always visible -- even when behind a fog of war or unexplored tile
  • Save files now store the game version and log a warning if it doesn't match
  • The game now shows the main menu on start
    • Previously, the player was dumped straight into the game

0.10.0 - 2018-11-30

  • Fixed crash when restarting the game in the browser
  • Fixed a visual glitch when scrolling the map
  • Victory NPCs leave an explanation when they leave because the player got high
  • Companion NPCs now move as fast as the player and can't be easily left behind
  • Added an About page to the in-game help
  • Added version, homepage and git commit to the the game log (dose-response.log)
  • Added version to the main menu
  • Fixed the display size in the glium backend

0.9.0 - 2018-11-03

  • Fixed the dose ordering in the sidebar
  • Updated the help messages
  • Player and monsters now alternate their turns
    • this is only really visible if the player has more than 1 Action Point
    • previously, the player would use up all their APs and then monsters would do the same
    • now, the player uses 1 AP, then the monsters use 1 and so on
  • Added Victory NPCs
    • This is the proper endgame sequence
    • Once the player can resist all doses, a new NPC will spawn
    • Upon reaching it, the game ends
  • Show a path to the Victory NPC when they appear
  • The camera briefly scrolls to Victory NPC when they appear
  • Removed the "sobriety counter" placeholder endgame sequence
  • Ported the code to Rust 2018 edition

0.8.4 - 2018-06-8

  • Defaulted to the SDL backend everywhere
  • Fixed the OSX build
  • Added logging to the dose-response.log file

0.8.3 - 2018-05-15

  • Added OpenGL implementation for the SDL backend
  • Lots of internal code changes

0.8.2 - 2018-05-05

  • Minor build script fixes

0.8.1 - 2018-05-05

  • Minor build script fixes

0.8.0 - 2018-05-05

  • The monsters now have names visible in the game
  • Described how to use items in the help pages
  • Fixed glyph position in the opengl backend
  • Fixed the spacing between paragraphs in the help pages
  • Increased the font size
  • Fixed mouse position issues on fullscreen
  • Increased the AoE radius of the Diagonal and Cardinal doses
  • Added a What's Dose Response help page
  • Added smooth scrolling when centering the screen
  • The player can now move even when an animation is playing
  • Switched the web version to use WebGL

0.7.0 - 2018-03-10

  • Added mouse support to the web version
  • Items can be used with mouse now
  • All menus have mouse support
  • You can close windows by right-clicking anywhere on the screen
  • Made the colours a bit nicer
  • Disabled Fullscreen under Windows because it crashes the game
  • Removed fog-of-war at the endgame screen
  • Included Readme and License files with the game

0.6.0 - 2018-02-16

  • Added saving and loading
  • Fixed fullscreen (including on multi-monitor setups)
  • Fixed food appearing on the player's initial position
  • Fixed doses' irresistible areas covering the player's position
  • There's now at least one clear safe-to-use dose nearby
  • Basic mouse support in the main menu
  • Increased the rate at which the player develops tolerance

0.5.2 - 2018-01-29

  • Added Help screen (press ? to open it)
  • Added Main menu (press Esc to open it)
  • Added variable-width text rendering (used in the menus and help)

0.5.1 - 2018-01-11

  • Added hints to the end game screen
  • Fixed the Vi keys

0.5.0 - 2017-12-30

  • Toggle fullscreen when pressing Alt+Enter
  • NPCs give bonuses when bumped into while sober
    • The player can only have 1 bonus active at a time
    • The bonus goes away if the player gets High again
  • WebAssembly support!
  • Different ways of losing the game now fade in different colours

0.4.3 - 2017-04-28

  • Make sure the player is not immediately surrounded by monsters
  • Ditto for being in the range of an irresistible dose
  • Introduce monsters gradually. At first, only the S and v will appear and only once the player veers from the starting area will they encounter the rest.
  • Add useless NPCs (they can't be interacted within, but they're friendly and just wander around)
  • Make the h monsters follow a pack-like behaviour: if one sees a player, it tells other hs nearby
  • Show keys for starting a new game and quitting in the endgame screen
  • Doses' effect only contributes to the intoxicated state (i.e. whether or how sober or exhausted you are makes no effect while using)
  • When winning the game, show the endgame screen
  • The endgame screens shows why the player lost t
  • The Windows version no longer shows the command line console

0.4.2 - 2017-03-18

  • The shattering doses actually show up in the inventory
  • Weaker doses can be picked up earlier than on maximum Will
  • The keys for movements are shown every new game (and disappear when you get close to them so as not to interfere)

0.4.1 - 2017-02-26

  • Made the shattering doses destroy the environment

0.4.0 - 2017-02-25

  • The game world is now effectively infinite
  • Added "vi keys": you can use h/j/k/l to move left/up/down/right and y/n/u/m to move north-west/south-west/north-east/south-east
  • Idle monsters now pick a destination to walk to instead of just randomly moving to a surrounding tile
  • After losing, a summary with the total number of turns, longest High streak and number of doses in your inventory is shown
  • Two new dose types are added. Their strength is between the existing two types, but they shoot cardinal or diagonal rays that destroy walls

[0.3.0] - 2016-12-14

  • The game can be won now (see Spoilers for more details)
  • You can pick doses up and carry them your inventory when your will is at its maximum (5 in this release)
  • Press keys 1, 2 or 3 to use food/dose/strong dose from your inventory
  • Doses appear more frequently on the map
  • More detailed display of the state of the mind: a textual representation (withdrawn/sober/high) as well as a progress bar showing how fare along a given state you are
  • When the dose's effects disappear, you go directly to "withdrawn", skipping the "sober" state. You can work your way up to sobe by eating food
  • Different background colour for the sidebar so it doesn't blend into the unexplored area
  • Fix screen scrolling - the screen now scrolls when the field of view would touch the edge of the screen

Spoilers

To win the game, you must defeat enough a monsters to increase your Will to the maximum value (5). You need to defeat 7 as to increase the Will by one point. Once you're there, you need to last for 100 turns without getting high, losing will or (of course) dying.