Showing posts with label changelog. Show all posts
Showing posts with label changelog. Show all posts

Saturday, June 5, 2010

alpha 3!?

Alpha 3? What the hell?
Well I decided to rename Alpha 2.1 to Alpha 3. I think it's worth it and its not a patch on alpha 2.

I'm putting the final extra touches with extra final testing. I'll post a gameplay video too.
Since people are actually playing my game I have to make it as clean as possible.

I handcuffed myself to stop adding features so I can release it ^^

So it could be out soon (a couple of days) or very soon (a few hours).

UPDATE:
Short gameplay video up:
http://www.youtube.com/watch?v=B_hZCkLihtc
I spotted a minor bug in the graveyard, it's not important at all, I'll fix that in the next update.

Here's the official change list as it is now:
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Alpha 3 changes
---------------------

FIXED BUGS
- Stacking items in full inventory works properly.
- Dropping items on full ground inventory try to stack then remove oldest item.
- Post mortem on more than one page works correctly.
- Barricading when there is someone there is not allowed.
- Undeads now correctly see Army as enemies.
- Fixed a rare crash in map generation caused by bad rng.
- Attacking a door don't bypass the barricade anymore.
- Various typos.

GAMEPLAY
- Give orders and directives to your followers.
- Weather : sunny, cloudy, rain and heavy rain.
- Scoring with difficulty rating based on game options.
- Hi Scores table in game and in a text file.
- New action : Wait for one hour, can be interrupted.
- New action : Give items to someone.
- Smaller maps by default, more action.
- 2 new events.
- Zombie Invasions grow larger as time passes.
- Some undeads can level up by killing.
- 7 new enemies, both undeads and alive.
- Some undeads actively try to break everything in sight.
- Skeleton speed increased to 1.
- CHAR Guards now warn once before attacking.
- New item type : lights, increase your view distance.
- New skill and item type : Bows.
- Sleeping now keep sleeping until fully restored.
- Food items are less nutritive but more common.
- Light Eater skill also decrease hungry threshold.
- Awake skill also increase sleep regeneration speed.
- Ranged weapons have an efficient range.
- Firing while running gives penalties to hit chances.
- Much less district exits, some neighbouring districts might even not be linked at all.
- Various new items.
- Various map generation, items, actors, skills and rules balancing.
- As a result of changes and default options, this should be a harder game.

INTERFACE & MANUAL
- Look at the map and manage items directly with the mouse, no more Look/Inventory mode.
- Dying goes back to the main menu rather than exiting.
- New action : Abandon game, kill yourself.
- Abort district simulation if it is taking too long for your liking.
- Keyboard should be more responsive.
- Added missing elements in manual.
- Added a hint section in the manual for beginners.

GRAPHICS & MUSIC
- 2 new musics.
- National Guards and CHAR Guards have names and are dolls like civilians.

OPTIONS
- Enable/Disable animations delay.
- Control accuracy of district simulation.
- Enable/disable NPCs death by starvation.
- Smaller maps by default (75x75) but bigger city (4x4).
- Option screen shows difficulty rating.

AI
- Improved civilian AI items management.
- Improved civilian AI fight or flee logic.
- Improved civilian AI follower behavior.
- Improved civilian AI sleep behavior.
- Improved civilian AI run logic.
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End of post.

Saturday, May 29, 2010

Alpha 2.1 progress

New features : followers orders, scoring, ranged weapon efficient range and the secret feature.
New options.
New content : items, enemies (both livings and undeads), skills, events and musics.
Improved civilian AIs.
Improved UI : got rid of look and inventory mode, more mouse oriented. 
And of course fixed bugs.

Rebalanced a bunch of stuff. The idea being more actions, more dangers, more stuff happens and more stuff to do.
Some changes will be visible only after some days have passed. So if you survive long enough there is a chance you'll see something new. I won't spoil anything, the secret feature and others stuff  are revealed as you play the game.

90% done and considering adding one feature (trap those zombies) before release.

I'll take time to playtest, 2.1 should be out in one week.
There are still major features not done yet, so still alpha.

End of post.

Thursday, April 15, 2010

changelog

Change is good. Let's log it.


Alpha - April 15 2010 build
---------------------------
new Feature - Inflicting HP damage now cause damage to STA too.
new UI      - Quit game asks for a confirmation.
mod Items   - Baseball bat +4a/+3d instead of +3a/+4d.
new Feature - Progressive Day/Night phases, with gradual FoV penalty.
new UI      - Game now announces Day/night phases.
new Feature - Actors with ability CanZombifyKilled now also regen HPs from the damage they inflict on livings.
new Feature - Trading : people chat with each other to exchange items (my item vs yours, deal yes/no). The player has to initiate trade with Ais (as to not get spammed by Ais offers).
new AI      - BehaviorEquipWeapon: equips weapon from inventory if none equiped (used by Civilian AI).
new AI      - BehaviorRestIfTired: wait if tired (used by Civilian AI).
new UI      - Icon for actors who can actually trade with the player, so the player don't waste time with useless trade demands.
mod Data    - changed Item.Quantity from int to short for memory and consistency.
mod AI      - Zombies AI now chase visible enemies first.
fix Rules   - Fixed an awfull typo-induced bug in isAdjacent(). Mistaking a X for a Y gives funny results...
new UI      - When upgrade time, added a popup on top of screen like other modes to make it more noticable.


End of post.