Re: On The Roadside (Turnbased Strategy inspired by XCOM)
Posted: Tue Mar 14, 2017 12:45 am
Niiiiiiiiiice..... 8)
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## Additions
- Added main menu
- Can be navigated via mouse or keyboard
- Added options menu
- Allows the user to change the language (currently only german and english available)
- Allows to toggle fullscreen mode
- Added ingame menu
- Allows user to save the game or to exit back to main menu
- Added german translation
- Added savegames
## Removals
- Removed spawning of ammo in crates at the start of the game
## Fixes
- Fixed memory leak caused by upvalues and closures not being collected with LuaJIT enabled
- Fixed crash with pathfinding in cases where the target was the same as the origin
- Fixed removal of previous movement paths when character was selected via mouse click
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## Fixes
- Fixed health screen not opening for adjacent chars
- Fixed missing text for dog legs
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## Additions
- Added height mechanics for world objects and characters
- World objects that are bigger than a character will block the LOS
- Shooting over a world object is only possible if the target behind the object can be seen
- Added texture pack support
- Users can add their own texture packs in the mod/texturepacks folder located in their save directory
- Texture packs support arbitrary tile sizes
- Added support for loading multiple maps
- Added a second map
- Added "Show Help" button to ingame menu
## Removals
- Removed hotkey for help screen (and the ingame overlay for it)
- Removed "Close" button from ingame menu
- It can be closed via the escape-key now
## Fixes
- Fixed button receiving events without actually having focus
- Fixed status effects being applied more than once
## Other Changes
- Attack and interaction modes are now toggleable
- Pressing their keys again will switch back to the movement mode
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## Fixes
- Fixed bug where a character's inventory volume wasn't reset correctly
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## Fixes
- Fixed crash when trying to drag an item stack in the inventory screen
- Fixed highlighting of equipment slots not being removed correctly
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# Version 0.9.0.1014 - 2017-04-18
## Additions
- Added basic base gameplay
- Base inventory can be used to store items between missions
- The inventory screen can be opened for an active character by pressing "i"
- A new combat mission can be started by pressing the "next mission" button
- All characters can be healed by pressing "Heal All"
- The health screen can be opened for an active character by pressing "h"
- Added proper saving system
- Added a menu for loading savegames
- Savegames are stored and ordered by their time of creation
- Savegames which have been created with older versions of the game are marked as incompatible
- Added footer to all menu screens
- Added randomly generated nationality and names for characters
## Removals
- Removed unused translation strings
## Other Changes
- Colors and sprites can now be entirely defined via texture packs
- Replaced randomized ASCII sprites for shotgun shots with different sprite
- Exposed "Type:" string to translation files
- Changed health screen hotkey from "q" to "h"
The outcome looks more or less like this:Add basic procedural generation
The procedural generation works with a parcel system. First, it generates a rough grid (for example 16x8 parcels). Each parcel represents 8x8 tiles.
Then it tries to place prefabs on said parcel grid while applying random rotation to add some variety. It also makes sure that none of the prefabs are spawned next to each other (there has to be a distance of at least one parcel between them) and none of them is directly at the map border.
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# Version 0.9.1.1073 - 2017-10-28
## Fixes
- Fix infinite loading bug on macOS High Sierra 10.13
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## Fixes
- Fix crash caused by faulty parser pattern
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## Additions
- Added ammo indicator which displays the total amount of ammunition a character has in his inventory
- Added basics for parcel based procedural map generation
- Map layouts determine the general look of the map such as road placement and where parcels are placed
- Building-prefabs can be spawned in parcels matching their size
- Prefabs can be rotated randomly
- Spawn randomly generated foliage parcels
- Added completely revamped inventory user interface
- General groundwork for future user interface additions
## Removals
- Removed unused resource file
- Removed heal all selector on base screen
## Fixes
- Fixed crash on base screen when health screen was opened before a character was selected
## Other Changes
- Character names are aligned to the left now
- Improved interaction between mouse and keyboard controls in menu screens
- Nationalities are now picked from a weighted list to control the rarity of certain nations
- The aim overlay will always mark unseen tiles as potentially blocking
- Changed minimum resolution from 800x600 to 1024x768
- Improved the ingame help screen and updated it to follow the general UI style
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## Additions
- Added letterboxing to hide parts of the screen which don't fit on the tile grid
- Added Changelog screen to the main menu
## Removals
- Removed old base screen
- Removed german translation
- Removed generators and templates for static maps
## Fixes
- Fixed issue with registering attacks hitting indestructible objects
- Fixed alignment of ui items when the window is resized
- Fixed camera grid alignment
- Fixed inventory items not being dropped when a character bled to death
## Other Changes
- Calculated deviation for ranged shots is floored instead of rounded
- Updated the savegame screen
- Limited mouse cursor for the UI to the actual screen grid
- Player-controlled characters now always spawn with a ranged weapon (additionally they either get a melee or some throwing weapons)
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## Fixes
- Fixed offset between screen mouse coordinates and game world coordinates
- Fixed blurry menu titles being caused by drawing at non-integer coordinates if screen dimensions were odd
- Fixed eplosive weapons not triggering when hitting empty tiles
## Other Changes
- Health screen can be closed by pressing 'h' again
- Make sure mouse cursor is visible in combat state