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FULL_CHANGELOG.txt
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FULL_CHANGELOG.txt
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Version 0.1.0 Base Build
20 Jan 2018
--------------------------------------------------
Description: Base version of the game, first build.
Should load customizable data to play the game with.
Default settings with no player customization
Note: Broken and can't be played
Version 0.1.1 Major fix patch
21 Jan 2018
--------------------------------------------------
Note: Broken and can't be played
General:
- Changes: ErrorLog text appearance tweaked
- Changes: Corrected main menu incorrect spacing
- Additions: More accurate compilation date and time display
Data:
- Changes: Program will now log that Data.dat is empty if it is empty
- Fixes: Data loading not following specified syntax
- Fixes: Data not loading properly after loading player
- Fixes: Data not detecting imcomplete Data.dat
- Fixes: Data not detecting incorrect data being streamed properly
- Fixes: Game crashing when initializing new game when getting random empty tile coordinates
- Fixes: Game crashing when starting new game
- Fixes: Game crashing when displaying player details
Gameplay:
- Changes: Player details presentation
- Changes: Player option mistakenly displaying 'b' to exit
- Changes: Player possible options presentation
- Changes: Map presentation
- Fixes: Weapon items not having their uses decremented
- Fixes: Chance of failure when running printing fault
- Fixes: Game crashing sometimes when player moves
Version 0.1.2 Critical fix patch
24 Jan 2018
--------------------------------------------------
Note: First playable build
General:
- Additions: A message telling player to refer to ErrorLog.txt in event of a fatal error
- Fixes: Game crashes when starting a new game for the second time
Data:
- Changes: Player is now code 1, and items moved to code 0
- Changes: Data.dat now cannot be modified to allow player to start with magical potion
- Fixes: player data not checking inventory's validity
Gameplay:
- Changes: Map is now reprinted when player swaps items
- Changes: Player starting position is now at coordinates (0, 0), top left of map
- Changes: Map default size is now 10 x 10
- Fixes: Used up healing items not being cleaned up
- Fixes: Maptiles were not being updated
- Fixes: Details not reprinting after returning from swap item menu
- Fixes: Player moving down when chose to move up
- Fixes: Tiles not becoming invisible after leaving field of vision of player character
- Fixes: Swapping items to wrong inventory slot
- Fixes: Item still being displayed on map after being taken
- Fixes: Mob not attacking player
- Fixes: Weapons' uses not being decremented after each use
- Fixes: Not being able to use inventory slots 2, 3 and 4 when not in encounter
- Fixes: Game no longer crashes when the player encounters a threat
- Fixes: Player is now able to start with items properly (As defined in Data.dat)
Version 0.2.0 Data Update
26 Jan 2018
--------------------------------------------------
Description: Second major version of the game.
This update will introduce many much needed features
for the player to have a much better experience, most
providing the player with important information to
make better decisions to win the game.
Data:
- Additions: comments to be able to be added to Data.dat for better readability
- Additions: Message print when choosing an invalid option in main menu
- Changes: Number of maximum items/entities allowed to be generated on the map is now more accurate
(^^ Previously, maximum items + entities was equal to the size of the map, but each tile can actually
allow up to one item as well as one entity)
- Changes: Item type now not required for player, only ID is used
Gameplay:
- Additions: Mob health being displayed
- Additions: Printing damage done to mob
- Additions: Printing health healed by using item
- Additions: Printing number of uses left for an item in the inventory and ground
- Additions: Printing the current coordinates of the player
- Additions: Printing encounter on first turn of encounter
- Additions: Printing the previous action of the player
- Additions: Player can swap items with an empty tile if there is an item in an inventory slot (Drop item)
- Additions: Message telling player if run succeeded or failed
- Additions: More detailed messages when player chooses an action that can't be done in that turn
Bugs:
- When in encounter with a threat, trying to use an inventory slot that did not contain a healing item had undefined behaviour
- After defeating a mob, if the player chooses to check his/her surroundings, the player character will not appear on screen
- Player attempting to move right or down when on the edge of the map causes a crash (Including if as a result of running)
- Magical potion might spawn on the same tile as a threat, making it impossible to win
- After picking up the magical potion, the game displays in the inventory slot used to hold the magical potion, medicine
- Inputting invalid option in swap item menu, game returns to movement/inventory/etc menu without telling user
- Game does not print player position if player chooses to go back from swap item menu
Version 0.3.0 RPG Update
01 Feb 2018
--------------------------------------------------
Description: Third major version of the game.
This update will introduce many features typical of
an RPG game, such as levels, defense values, a basic
economy and NPCs, as well as customizable options
Data:
- Additions: Items now have a new data member "value" to add (Default value of item in shop)
- Additions: Mobs now have a new data member "gold" to add (Amount it will drop on death)
- Changes: Item type should now be placed before the name
Options:
- Additions: New file for custom starting options like map size, position of magical potion/player, max time to complete game
NPCs:
- Additions: New file for creating NPCs in the game (Only the merchant for now)
Notes: Merchants can have a maximum of 9 inventory slots
Gameplay:
- Additions: Items can now be inspected to yield a description (To be expanded on in future Events update)
- Additions: Players now have exp and levels that scale their stats
- Additions: Attack value of attacker is compared to defence value of defender to determine effective damage
(^^ Atk and def must be defined to be at least 1)
- Additions: Items now have a functioning success rate (Can now fail to be used)
- Additions: Mobs now drop gold and exp
- Additions: There is now a merchant NPC that will buy and sell items (Basic trading)
- Additions: Unusable item types (Can only be sold)
- Additions: Game now tells the player what his/her roll on whether his/her use of item is successful is (Not for running)
- Changes: UI Overhaul, with more sub-menus for each type of action as opposed to a specific number for each specific action
- Changes: Game now prints map after defeating a mob
- Changes: Changed text describing number of uses left for an item
- Changes: Minor text alignment changes
- Fixes: Typo when printing that player will constantly take damage while on same tile as a threat
- Fixes: Undefined behaviour when choosing an item slot with an item that is not a healing item in encounter with threat
- Fixes: Player character did not appear on screen after defeating a mob, then checking surroundings
- Fixes: Player can try to move right or down out of the map, resulting in a crash
- Fixes: Picking up the magical potion resulted in the game displaying as having medicine in the inventory
- Fixes: Inputting invalid option in swap item menu, game returns to movement/inventory/etc menu without telling user
- Fixes: Game did not print player position if player chooses to go back from swap item menu
- Fixes: Threat can no longer spawn on the same tile as the magical potion
Additional notes:
- Initial values of player's atk and def can be changed in Data.dat but currently the levelled up values are fixed
- If the player starts with more than 5 exp, the level will not updated until the player gains some exp
- The current atk/def algorithm needs work, a simple one has currently been implemented as a trial
- Position of merchant is not checked if it has a conflict with other merchants/players
- There is a chance that if the number of entities to be generated is directly equal to that of the mapsize, and the last
entity to be generated is a threat, and the last tile without an entity is the magical potion, game could infinite loop (unconfirmed)
- All these will be fixed in a future update
Version 0.3.1 Code Patch
02 Feb 2018
--------------------------------------------------
Description: Small patch with a few minor fixes,
mostly not intended to add or change features,
focuses on rebuilding some parts of the game with
revised source code
Data:
- Fixes: Will not infinite loop if number of entities to be generated equal to mapsize
NPCs:
- Fixes: Items generated in inventories were mistakenly added to the check if there were too many items to generate for mapsize
- Fixes: Conflicts in coordinates of NPCs will now be flagged up
Gameplay:
- Changes: Some messages such as printing what objects are on the same tile as the player are changed
- Changes: Game now prints if there is nothing on the tile
- Changes: Game now prints time passed before any other events
- Changes: Game now prints more specific event messages when picking up/swapping/dropping items
- Changes: Game used to display only how much a healing item would have healed, not actually heal (If player at/near max health)
- Fixes: Game message says that there is no item in that inventory slot if user inspects a tile with nothing on it
- Fixes: Game did not reprint map after using item despite not being in encounter
Bugs:
- Player could somehow enter the save option and "escape" an encounter, being on the same tile but able to move and not receive damage
Version 0.4.0 Events Update
06 Feb 2018
--------------------------------------------------
Description: Fourth major version of the game.
This update adds customization of event messages,
when interacting with items/entities, and allows
defining custom descriptions upon inspection.
This update also features a better atk/def algorithm.
Data:
- Additions: Threats now have an atk stat
- Changes: Player can now have a variable number of inventory slots
- Changes: Starting Exp is now evaluated and the player levelled up accordingly
- Fixes: Typo in comment description of min/max dmg for mobs and threats
Options:
- Additions: Magic potion can now be defined to have a random starting position determined by the game
- Additions: Player can now be defined to have a random starting position determined by the game
NPCs:
- Additions: NPCs can now be defined to have a random starting position determined by the game
Events:
- Additions: Events file where specific event messages can be defined for each item/npc/mob/threat
Gameplay:
- Additions: Can now inspect entities, threats and NPCs
- Additions: Mobs and threats' min dmg and max dmg, def, level details now available to be seen in-game through inspection
- Additions: Can now inspect items in merchants' inventories in the buy menu
- Additions: New atk/def dmg bonus calculation algorithm
- Changes: Inventory is now listed from top down then left to right instead of left to right then top down
- Changes: Inventory is now printed in the buy menu
- Fixes: The atk/def mechanism did not include when mobs attack the player
- Fixes: Typo in message displaying additional damage done due to greater attack stat
- Fixes: No longer displays old menu in encounter with threat despite taking inputs for the new menu
- Fixes: No longer asks if player wants to use inventory slot 1, 2, 3 or 4 but which inventory slot to use when picking up item
- Fixes: Game did not reprint map after going use inventory/inspect menu
- Fixes: Small typo in game over message
- Fixes: Player could use the save option and "escape" an encounter, remaining on same tile but able to move and not get attacked
Bugs:
- If the end code is missed out in the data files, data loader will try to load same object as previous one loaded
Additional notes:
- Mobs each have a "level" but it currently doesn't do anything and thats as intended for now.
- This will be worked on in the future.
Version 0.4.1 Time Patch
30 Mar 2018
--------------------------------------------------
Description: Patch that revises the main flow of the
game. Instead of switching back and forth between
player and the non-player's turn, now uses a time system
that iterates through every (by default) 0.25 days, so
mobs/threats can have a properly defined attack frequency
and the time taken for each player's move can be adjusted
Data:
- Additions: Mobs and threats now have an attack frequency (in days)
Options:
- Additions: Time interval between each update can be changed in Options.dat
- Additions: First encounter reaction time (For mobs) can now be changed in Options.dat
- Additions: Time taken for each individual action (Move, use item, check surroundings, run) can now be changed in Options.dat
Gameplay:
- Changes: Swapping items now take the same amount of time as using an item (0.25days)
- Changes: Game is now executed by running through in-game time in pre-defined (defualt 0.25days) time intervals,
then deciding if anything is to be executed in this time