On The Roadside (Turnbased Strategy inspired by XCOM)

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rmcode
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Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Post by rmcode »

Version 0.12.0.1207 - 2017-11-24

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## Additions
- Added input dialog which allows custom savegame names
- Added ingame map editor which allows to create layouts and prefabs which are used by the procedural map generator (can be activated in the options menu)
- Added new map layouts
- Added new prefabs

## Fixes
- Fixed text content of UISelectField not matching the width of the actual UIElement
- Fixed window flickering for a moment on game start
- Fixed overlapping buttons on horizontal ui lists

## Other Changes
- Settings can now be saved to disk
    - Adjusted the options menu to apply changed settings only when the user clicks on apply. It will also warn the user if there are unsaved changes upon closing the screen.
- Renamed button "Close" to "Resume" on Ingame-Menu
- Changed path for external texturepacks to "mods/texturepacks"
- The default texture pack is now copied to the mods folder on game start
- Update sprite definition for tile_grass
- Optimized search for valid spawnpoints (with the old method it could take up to a few hundred tries to spawn a character - now it takes only 3 on average)
Version 0.12.1.1218 - 2017-11-29

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## Fixes
- Fixed reload action taking non-ammunition items to fill magazines
Version 0.12.2.1222 - 2017-11-29

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## Fixes
- Fixed outdated save game versions crashing the game
- Fixed buttons not being set to inactive state correctly
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rmcode
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Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Post by rmcode »

Version 0.13.0.1401 - 2017-12-24

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## Additions
- Added connected sprites for walls and fences.
- Added custom item sprites and colors.
- Added versioning for the settings file. If the game detects an outdated file, it will replace it with the updated one.
- Added new section to the options screen which allows the reconfiguration of keybindings.
- Added key controls for panning the camera.
- Added option to activate mouse panning (deactivated by default).

## Removals
- Removed map exploration. Instead of hiding unexplored tiles, the map is now fully visible to the player. Tiles which can't be seen by the player's characters are still drawn in greyscale.
- Removed restrictions for the pathfinding algorithm. Characters can now find a path from one side of the map to the other (but it might take a while). Performance improvements for the pathfinding are being worked on as well.
- Removed manual flushing of LuaJIT cache. This was necessary originally since LuaJIT had troubles freeing memory with the closure based approach to oop used before. Now that all classes are using a metatable based approach the garbage collector works as expected.

## Fixes
- Fixed badly placed windows in small house prefab.
- Fixed prefab-editor being updated and drawn when menu is open.
- Fixed settings screen warning about unsaved changes even if none of the values had changed.
- Fixed faulty offset between sections in changelog screen.
- Fixed the heuristic of the pathfinding module for diagonal movement.
- Fixed volume calculation for backpacks dropped at invalid locations (e.g. outside of the inventory screen).

## Other Changes
- Changed translator warnings so they are only logged once.
- Changed spawnpoints to ignore certain tiles (e.g. shallow water).
- Changed input dialog to only delete the full text the first time backspace is pressed. Every press after that will only remove a single character.
- Changed health screen to give better indication of a character's current health and status.
- Changed controls to be saved in and loaded from the settings file instead of being hardcoded.
- Changed pathfinding algorithm to prevent pathfinding to invalid target tiles
- Changed threshold for dying from bleeding. A creature now dies when its blood volume reaches 50%.
Version 0.13.1.1413 - 2017-12-28

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## Fixes
- Fixed crash when trying to create a save game.
- Fixed crash when trying to path through a closed door with a creature that doesn't have enough action points to open the door.
The next release will receive some shiny new UI which also should help with making the player understand what is actually going on in the game:
Image

Also lots of other good stuff in the making ;)
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rmcode
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Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Post by rmcode »

Version 0.14.0.1489 - 2018-01-26

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## Additions
- Added a new user interface overlay which contains detailed information about the currently selected creature and the tile the mouse cursor is hovering over.
- Added message log which displays information about what is going on in the game. It only shows events which can be seen by the player's faction. The direction of the message log can be inverted in the options screen.
- Added creature classes (Stalker, Bandit, ...) as a basis for more detailed creatures in the future.
- Added creature groups to determine which creatures to spawn for each team. For example dogs can now spawn on the enemy team.
- Added new health system which re-introduces health points and has a simplified body model. There is a chance for status effects like blindness to occur on critical hits.
- Added new image font.
- Added sprites that are based on a creature's class rather than its body type. This allows us to bring back the "bad knight" sprite for bandits.

## Removals
- Removed health screen. It has been replaced by the new player info screen.

## Fixes
- Fixed tiles being hit twice by a projectile on some occasions.
- Fixed savegames not being sorted correctly. Savegames are now sorted by the time of their creation.

## Other Changes
- Changed item stats in inventory to include damage values for weapons.
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rmcode
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Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Post by rmcode »

Version 0.15.0.1521 - 2018-07-27 (updated to LÖVE 11.0)

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## Additions
- Added functionality for saving log files to a folder in the safe directory when the game crashes.

## Fixes
- Fixed sprites not showing for connectable world objects in the map editor.
- Fixed camera panning not working on the map editor's map testing screen.
- Fixed crash caused by weapon stacks in the inventory screen.

## Removals
- Removed automatic camera tracking of moving characters (will be re-implemented in future versions).
- Removed automatic camera movement when selecting a different character (will be re-implemented in future versions).
- Removed hardcoded strings from help screen.

## Other Changes
- Changed targeted LÖVE version to 11.0 "Mysterious Mysteries".
- Changed the way audio sources are loaded, stored and played.
- Changed speed and transparency of pulsating overlays (movement paths, hit cones, ...).
- Changed explosion damage to fixed instead of random values.
- Changed how default texture pack is loaded.
    - The default texture pack is always copied to the mods folder at the start of the game.
    - The default texture pack is loaded directly from the mods folder.
Not a lot of changes, but the last few months I got done with university and am working full time now. I started diving into OTR again and am trying to get back on track with proper development.

In hindsight there were a lot of bad decisions I made (well, I tried a lot of new stuff in this project) and some time needs to be spent on refactoring - especially the rendering part of the engine.
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Pebsie
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Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Post by Pebsie »

Keep going! This is shaping up to be really really good.
Website: http://peb.si
Twitter: @Pebsiee http://twitter.com/pebsiee
Steam: pebsie
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rmcode
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Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Post by rmcode »

Pebsie wrote: Wed Aug 01, 2018 10:14 am Keep going! This is shaping up to be really really good.
Thanks! :awesome:
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4aiman
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Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Post by 4aiman »

Just wow.
Good luck with this! ^____^
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rmcode
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Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Post by rmcode »

Version 0.16.0.1615 - 2018-08-30 (LÖVE 11.1)

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## Additions
- Added paginated list UIElement.
    - Replaced old keybinding list with new paginated lists.
    - Replaced selectors in prefab editor with new paginated lists.
- Added keybinding layouts to allow different bindings for the same key based on the game's context.
- Added title to the keybinding screen.
- Added selector for canvas sizes on prefab editor screen.
- Added proper re-bindable controls for the prefab editor.
- Added automatic camera tracking of moving characters (previously removed in 0.15.0.1521).
- Added automatic camera movement when selecting a different character (previously removed in 0.15.0.1521).
- Added class-based action point values.

## Removals
- Removed action to open health panel for enemy and neutral characters.

## Fixes
- Fixed huge performance issue with menu titles (especially noticeable on older systems).
- Fixed crash after winning the game because the game tried to switch to the removed base screen.
- Fixed tile info revealing stats of enemy characters which aren't visible to the player's characters.
- Fixed rebinding of unassigned actions.
- Fixed issue where equipment and inventory list weren't clearing their children properly.
- Fixed right-click operation on inventory screen.
- Fixed scroll bar for item description on inventory screen.
- Fixed FOV not updating when a world object is opened.
- Fixed flood filling tool in prefab editor.
- Fixed camera scrolling on prefab editor screen.
- Fixed faulty camera bounds after loading a prefab on prefab editor screen.
- Fixed message log retaining old messages.

## Other Changes
- Changed targeted LÖVE version to 11.1 "Mysterious Mysteries".
- Changed data structure of the game's combat map.
- Changed FOV checks to be more efficient.
    - Checking wether a faction can see a specific tile is roughly five times faster than before.
    - Checking wether a character can see a specific tile is roughly three times as fast now.
- Changed tile info to be more efficient by only updating it when necessary.
- Changed world object hit points to fit the current weapon damage values.
- Changed buttons in prefab editor to use correct icon colors.
- Changed cursor in prefab editor to use icon and color of selected sprite.
- Changed map editor to be visible in the main menu by default.
- Changed map editor to start in prefab instead of layout editor mode.
4aiman wrote: Fri Aug 10, 2018 9:30 am Just wow.
Good luck with this! ^____^
Thanks :3
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rmcode
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Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Post by rmcode »

Version 0.16.1.1627 - 2018-09-02 (LÖVE 11.1)

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## Additions
- Added support for latin-1 charset.

## Fixes
- Fixed camera focusing on the wrong character when switching from the current to the previous character.
- Fixed faulty loading of world objects.
- Fixed faulty loading of characters.

## Other Changes
- Changed how fonts are loaded by the game to support different charsets.
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rmcode
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Re: On The Roadside (Turnbased Strategy inspired by XCOM)

Post by rmcode »

Version 0.17.0.1766 - 2019-04-20

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## Additions
- Added simple base screen.
    - Allows the player to start a new mission.
    - Allows the player to quit to the main menu.
    - Allows the player to recruit new stalkers.
    - Allows the player to edit each stalkers inventory and to store items in the base.
    - Allows the player to sell and buy items inside of a shop menu.
    - Starting a new game will direct the player directly to the base screen.
    - Shows overview over the player's faction.
    - Missions can be aborted and the game will return back to the base screen.
- Added button to the option menu which allows opening the save / modding directory.
- Added keybinding that centers the camera on the currently selected character.
- Added better save game validation.
- Added sorting mechanics for paginated lists.
- Added keybindings for the "split item stack" and "drag full item stack" actions so they can be changed.

## Fixes
- Fixed inventory volume being set incorrectly after loading a savegame.
- Fixed health points being set incorrectly after loading a savegame.
- Fixed items of paginated list not being moved correctly when the paginated list was moved.
- Fixed positioning of UI child elements.
- Fixed splitting of item stacks.

## Other Changes
- Changed view range based on character classes.
- Changed values for shooting and throwing skills based on character classes.
- Changed prefab editor to be more performant.
- Changed translator to load translations from a single .lua file.
- Changed translator to load external translations.
- Changed savegame screen
    - Saves are now displayed as a paginated list for easy navigation
    - Saves can now be deleted by clicking on the "X" button
    - Improved information about saves
- Changed all items to be stackable.
    - Item stacks are now merged automatically.
- Changed detection for mouse dragging events which makes it easier to distinguish dragging events from normal mouse clicking.
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