]CHANGELOG
SYSTEM UPDATES:
- Did some small optimizations on interaction system.
- Now support calculating the angle of an enemy you can see. (4 sided, front back left or right)
GAME FEATURES:
- Drones now have directional sprites.
- Logs now have directional sprites.
BUG FIXES:
SYSTEM UPDATES:
- Audio engine now supports distance based sound falloff.
- Walls now work exactly like entities in terms of the interaction system. With the same hidden interactable, interactable system.
GAME FEATURES:
Added the ability to examine portraits.
Drone death noises, etc, now use the new audio falloff system.
BUG FIXES:
- Fixed bug when it fails to load the music.
SYSTEM UPDATES:
- Fix collision bug with barrels when they spawn in pillars.
- Walls can now be interactable.
- Intractables can now be secretly interactable and not display a prompt.
GAME FEATURES:
- Haystacks now can also give 1 arrow.
- Can jostle teh padlock on locked doors for fun
- Can now interact with banners.
- You now start with 1 arrow.
BUG FIXES:
- Fixed bug with collisions.
- Fix bug where haystacks infinitely explode until the stack overflows.
SYSTEM UPDATES:
- Sprites are now lazy loaded. This will prevent teh game from taking forever to start.
GAME FEATURES:
- Added drop shadows to all trees and shrubbery.
- Added fallen logs to forest, occasionally they have a cute frog on them.
BUG FIXES:
- Fixed bug with forest that would break the game sometimes.
SYSTEM UPDATES:
- WHen loading sprites and tetxures the game now waits 1 millisecond each so they are processed individually
rather then in groups, speeding up load times. (It was getting annoying)
- Updated editor.
GAME FEATURES:
- Added ability to place entities on level ion editor.
- Added pillars, and added them to a few levels to beautify it up a bit
- Updated explosive barrel texture.
- Added haystacks you can search through.
- And yet another secret added on N's Manor
BUG FIXES:
- Fixed sound loading issues.
GAME FEATURES:
- Updated first map to include secret area.
- Brightened up everything a bit.
- Added candle.
- Sprites now are elevated to the correct heights.
- Added new tool to editor.
BUG FIXES:
- Fixed pixels on some sprites..
GAME FEATURES:
- Walls now have onExplode like entities do..
- Updated N's manor with a new secret.
- Windows now shatter when explosive barrels explode next to them.
BUG FIXES:
- Fixed numerous issues with midwalls. They now render much less jankily.
- Fixed bug with minimap that didn't hide things properly in secret areas.
- Fixed bug with editor. That cause dit to export false values in some cases.
GAME FEATURES:
- Reduced forest density.
- Bump up light level of forest.
- Dummy enemies now use the same collision math as the player.
- There is now a 35% chance a mug heals you instead of 25%
- Made it so there is a chance mugs grant +2 health not just +1.
- Now when you interact with the well it can potentially spawn a drone and is more spooky in general.
- Added more sfx.
BUG FIXES:
- Mugs now actually are prevented from spawning in walls vi a simple heuristic..
SYSTEM UPDATES:
- Added brightness and contrast sliders
GAME FEATURES:
- Pushing now uses more physicsy movement.
BUG FIXES:
- Can no longer get stuck in entities (For real this time).
- Mugs no longer will be spawned into walls
SYSTEM UPDATES:
GAME FEATURES:
- Added mug pickups with various liquor types.
- Added Mad Dummy
- Added Shy Dummy
- Added Dummy
- Updated all the maps in little ways (Didn't change layout yet, just added things)
BUG FIXES:
- Can no longer get stuck in entities.
SYSTEM UPDATES:
- Midwalls/Two Sided walls added.
- Fixed various issues with mid textures.
- Editor now has all zone flags added.
- Added entity collisions so enemies can now block you in, etc.
GAME FEATURES:
- ALmost all synthesized sound effects replaced with audio files
(Which means that firefox now sounds consistently more like the chrome version, because it kind of sucked before).
It still isnt perfect. A lot of these sound effects came form my game DR4X, but then I modified them.
- Since audio files mostly have replaced the synthesized sounds I was able to add some fun and consistent randomization to all the sounds.
- Added a player death line (Ranger death sound from DR4X but pitched up so your voice is a little squeakier) that plays 50% of the time when you die.
- When you die there is now a 4% chance you sound like a chipmunk on death.
- When you die there is a 2.22% percent chance you sound like a demon.
- Sounds are now cached.
- Firefox now uses a different arrow pickup sound. (Previous one cut off weird on firefox) So it kind of sounds distinct.
(I definitely reccomend you just play on chrome or a chromium based browser though, game is much better on chrome)
BUG FIXES:
- Fixed soft lock when rune spawned on portal.
SYSTEM UPDATES:
- Added entity interaction system.
- Added a boatload of trigonometric utility functions.
GAME FEATURES:
- You now must interact with well via the key to use it. Makes much more sense.
- You can now push barrels around.
BUG FIXES:
- Fixed bug where grass sprite loading wasn't awaited.
SYSTEM UPDATES:
- Name of selected/moused over tiles to editor so its easier to use.
GAME FEATURES:
- Added a boatload of decor entities for outside (grass, weeds etc)
- Added tenacious elder flower entity you can use to heal 1 health when you run into it.
- Added slight sub-grid randomization for decor sprites so they aren't always on top of each other and dont get clipped into walls.
- Added ths dcecor to multiple levels.
- Other level tweaks.
BUG FIXES:
- Fixed bug, I dont remember what the bug was, but it is fixed now
SYSTEM UPDATES:
- Firefox now uses a more authentic resolution and has various other tweaks that reduce graphics quality but increase performance
- I truly reccomend you play in chrome instead
- I rewrote teh rendering to have a layered approach instead of the mess it was before, floors, ceilings, etc render on different frames so they don;t get in each others way.
- It utilizes something like a frame buffer approach now so its way more flexible to add new features
- Though it could be way better optimized still. It works for now. I get smooth 60 on chrome and 58-60 In firefox.
- Shading is now utilzing a primitive zone based lighting approach. So now different zones can be different light levels. And I can have darker insides,
lighter outsides, or night scenes.
- Right now every level is a bit darker then the previous level so its like a progression from morning -> mid day -> night over the course of teh game Which is kinda fun.
- Renderer no longer renders things when it doesnt need to (eg you are staying still so floors dont render until they changew), so performance is better.
GAME FEATURES:
- Forest level now has two wells.
- Wells now have more interesting and varied effects when you use them.
- Castle now has a well in the back room.
- Foorest is now denser.
- Varied the lighting across levels in various "realistic" and fun ways. Eg in the village is darker so its moire like early morning etc,
- Forest is now at evening.
- Castle is now in the middle of the night.
BUG FIXES:
- Fix bug where current zone floor would "leak" in on the sides of farther off zones.
SYSTEM UPDATES:
-
Looking up at walls above you now supported
(eg there can now be arch ways with visible bottoms and stuff).
- Portal approximations added.
- Can now interact with walls (eg, in this case, by shooting a window to break it and then crawling through it.)
However this system allows for whatever interactions I want. To be added. Eg flipping a switch to open a door etc.
- Added "poke" sprites which are tall sprites that can poke out above cielings you can see from a distance (I added windmill to the town to show this off)
- Reduced supported brightness levels to 20 instead of 42, for a more authentic retro look and better performance.
- Game now treats alpha a bit differently, (Less artifacting)
- Sprite clipping nwo works through transparent portals like broken windows.
GAME FEATURES:
- Added a windmill and arch to the village to show off new rendering features
- Gave levels more interesting/pretty skybox gradients
- Added ability to shoot out windows and break them then crawl inside. (used that to hide a secret)
- Drones can also crawl up into and out of broken windows. Though they get slowed down.
- Entities can now spawn in walk-throughable walls.
BUG FIXES:
- Transparency on windows way better
- Fixed bug where when you died sprites would get their tops chopped off
- Made sound better on firefox.
- Fixed striping in portals.
SYSTEM UPDATES:
-
Game now supports transparency in wall textures,
ANd midtextures like in wolfenstein 3d.
- Sprite clipping massively improved, so you cna see them through peep holes now.
GAME FEATURES:
- All doors replaced with mid-textures so they have transparency
and look way better. And they even have peep holes!
All windows now replaced with cool alpha blended transprent walls so you can see through them.
Trsansitions between zones with higher and lower cieling and floors are now approximated better.
Zones can now be tagged as secret and when they are it hides all the items/entities in it in the minimap
It also replaces the walls with something that looks more like fog on the minimap
This is the first step in adding proper secrets to the game.
Red Palace map now has the entire structure marked as secret so you cant navigate it with the minimap
Final level is similarly hidden.
BUG FIXES:
- Fixed bug where walls would render at your fov edges that weren't there.
SYSTEM UPDATES:
- Completely rewrote renderer from scratch and it now supports tall far walls much better,
and is way faster too.
- Renderer can now draw parts of tall sprites if they are above walls.
- Far short walls can now be properly seen down upon. (Future support of climbing etc imminent)
Floors do not currently occlude walls below them so you can see
through them if there are other walls but this is easy to change now.
- With the new renderer adding portals should be utterly trivial.
- Ceilings now clip sprites.
GAME FEATURES:
- New textures and new walls.
- Added counters you can crawl on top of.
- Added wells that do random rolls liek D&d when you run into them to determine what happens.
There is one in the village and one in the Mirefield forest of course.
SYSTEM UPDATES:
- Ceilings now occlude taller walls.
-
Completely changed the data structure for walls so its way
simpler to add new walls and modify old walls. And they can
hold more state data now.
GAME FEATURES:
- New flesh textures.
-
Changed red palace map to have shorter walls in the back.
SYSTEM UPDATES:
- Total overhaul of wall render code.
- Total overhaul of floor render code.
-
Added a ton of updates to map editor, now pretty much
everything i use is there. No need tpo hard code.
GAME FEATURES:
- Added trees and shrubbery to forest.
- Added ability to see far walls above near walls.
-
Completely changed all the textures. Except some sprite
textures.
- Renamed maps, map names now displayed when you enter.
SYSTEM UPDATES:
-
Canvas now uses SRGB colorspace now so gradients are
smoother and has higher contrast and brightness (Will add a
slider later.).
GAME FEATURES:
- All fog that used to be black is now dark gray.
-
Realmchild drones now do a flat 3 damage per hit so you can
and not 3.33 which was annoying.
-
Now if your health is below 4 and you touch a drone corpse
you eat it for +1 health. (Like how in wolfenstein if your
health was low you could drink blood to heal)
BUG FIXES:
-
If you press enter after clicking teh expand log button it
no longer activates it again.
SYSTEM UPDATES:
-
Rewrote floor casting to use binary search. (About double
the performance)
-
Variable floor heights actually work now with proper moving
of player height.
-
Implemented liquid for lower floors: they’re now treated as
water and correctly occlude sprites/geometry (only the
above-surface portion is visible). 'Dry' lower floors aren’t
supported yet; will be handled via Build-style portals
later.
-
When a lower floor is present, we draw a thin black
“step-down” band to simulate a drop. Moving up/down uses
this step, but it isn’t tied to actual height yet (embedded
lower zones all look the same.) Proper handling will come
via Build-style portals later; for now it has a Doom-like
vibe. It’s even a step up from classic Doom in some ways,
sprites get properly occluded by the liquid instead of
drawing through and its all based on depth so I can do
shallow water too.
GAME FEATURES:
-
Added a new map that showcases variable floor heights and
water. This is a map I call "Red Castle" and its a cool
castle with secrets and stuff. And a big moat around it and
a draw bridge. Largest map so far! After working on it i
realize I probably need to do another useability pass on the
map editor to make it easier to use Because it was kind of a
slog! Eg ability to duplicate zones draw lines and boxes
etc.
-
Final level green zone is now treated as liquid so its like
you are swimming through gastric fluid.
SYSTEM UPDATES:
-
Added ceiling casting and variable wall and floor heights.
-
Made massive optimizations to floor and ceiling casting.
- Fog now affects ceilings and floors as well as walls.
SYSTEM UPDATES:
- Added support for variable wall heights in maps.
-
Fixed rendering issues with sprites/floors at different
heights.
-
Does not yet handle Build-engine style clipping, so taller
walls will still be hidden by shorter walls in front of
them. (Will be added in future update)
GAME FEATURES:
-
When you die you now fall to the ground and drop your bow.
-
Updated some of the maps to showcase the variable wall
heights, tavern building is now 1.5 tall and so on.
- Now on the village map the corners are tall towers.
SYSTEM UPDATES:
-
Added optional mouse look. Press ENTER to toggle in game and
use [ and ] to change sensitivity.
GAME FEATURES:
-
Now drones can have different randomzied speeds and the
faster they are the more likely they are to drop arrows when
you loot their corpse.
SYSTEM UPDATES:
-
Can now spawn entities in maps that are not hardcoded. Via
Zones in maps.
- Changed up UI on menus.
- Massive optimizations to floor casting.
GAME FEATURES:
-
When you shoot there is now a quarter-second cooldown and
the arrow disappears on your bow.
-
When you are out of arrows your bow is now visually devoid
of arrows too.
-
When you pick up a new arrow it automatically ends the
cooldown so you can string fast shots if you are clever.
- New map added!
-
Tavern now always has two extra food items in it on tavern
map.
BUG FIXES:
SYSTEM UPDATES:
-
Added floorcasting and cieling setting. (So there is a
difference between indoors and outdoors now and more
interesting floors).
- Added zone system.
- Map editor now has zone editing mode.
GAME FEATURES:
- Added several new maps.
-
Updated some old maps to have more interesting floors and
cielings.
- Changed movement physics to be more modern.
-
When you kill a drone they become a corpse now, which you
can also loot for a small chance to get your arrow back.
BUG FIXES:
-
Fixed a bug where if a keycard was blown up by an explosion
it would softlock you.
SYSTEM UPDATES:
- Moved all items/mobs into new entity system.
- Numerous new VFX.
GAME FEATURES:
-
The log is more fun now with random phrases for a few
things.
- Made text more interesting throughout game.
-
Enchanted key replaced with SMITE REALMCHILD FLESH rune.
-
Lots of fancy new VFX for things like picking up the
rune/food/arows etc.
- Barrel explosions can now cascade.
-
10% Chance you get a level full of explosive barrels for fun
- New SFX for some things.
- Various other tweaks here and there.
SYSTEM UPDATES:
-
Added whole new system for handling mobs/items in a generic
way on the backend to remove hardcoded nonsense The only way
you will see this is that when the drones touch you it gives
you a log message about how something slimy is touching you
lol.
GAME FEATURES:
- Can now collapse and expand log.
- Made floors faster.
- Minimap now smaller and actually scrolls.
- Changed the log. Its more doomy.
- Added crosshair back.
SYSTEM UPDATES:
-
All assets now load in one step (So I can add a loading
screen later if necessary).
- Added real basic particle effect system.
- Removed q key (It just broke stuff really)
GAME FEATURES:
- Added weapon bobbing effect when walking and running.
-
New collectible. Individual arrows. Sometimes when a level
generates it will instead place three arrow sin the map
instead of a quiver
-
When explosive barrels explode they now have an explosion
particle effect. That shows you its radius.
-
The tenacious energy no longer heals you every time you use
a portal.
- Drones now get faster every level.
-
A few more drones spawn on every level to balance out the
new arrows
-
If you've been hoarding ammo the cosmic tumors can now spawn
extra drones.
SYSTEM UPDATES:
- Loads of optimizations added.
- Shading is now cached for improved performance.
BUG FIXES:
-
Sprites no longer scrunch at edge of screen but still are
'pushed'. (Different implementation then open source
version.)
SYSTEM UPDATES:
- Can now load sprites from files.
GAME FEATURES:
-
New drone sprite that is less blobby and more menacing/lore
accurate.
- New bow sprite (positioned as if in an FPS)
- Drones now colored properly on minimap.
- Fixed sprite translation issues but kept 'pushing'.
- Moved minimap to bottom middle of screen.
- Minimap now loads full maps properly.
- Can now actually use M to toggle minimap
- Walking into doors now less nauseating.
- Can no longer drag mouse to look around.
-
Can no longer move double as fast using both WASD and
Arrows. But made sprinting faster.
SYSTEM UPDATES:
- Rewrote map system to allow multiple maps
- Added ceiling and ground controls to all maps.
-
Map editor can now place infoPlayerStart and infoPlayerExit
on maps.
- Map editor now exports and imports in new map format.
GAME FEATURES:
-
USER Soul now properly absorbed by the node upon death
- Removed yellow dot in middle of screen
- Loot amounts now dynamic based on map size
- Added music to the game, now plays in the background.
- Can now use arrow keys to move up and down.
-
Added 3 new maps. They play in order. Then start randomizing
after you exhaust them.
SYSTEM UPDATES:
- Updated Map Editor to NodeOS terminal interface
- Added system changelog viewer
- Fixed canvas coordinate alignment in editor
- Colors in minimap/map editor now match up.
- Added scanlines in editor and changelog.
- Added terminal glow in editor and changelog.
BUG FIXES:
- Resolved tile placement misalignment in map editor
- Eliminated unnecessary scrolling in editor interface
- Fixed Game log Scroll when new item added
- Fixed bug with drone sprite having weird extra pixel.
GAME FEATURES:
- Barrels no longer freakishly huge.
-
All logs moved from Bar UI to log on left side of screen.
-
Minimap colors changed to reflect what the tiles actually
are now.
SYSTEM UPDATES:
- Improved layout and styling consistency
- Enhanced terminal aesthetic across all modules
BUG FIXES:
- Fixed responsive layout issues
CORE SYSTEMS:
- Implemented NodeOS v33 terminal interface
- Added CRT monitor effects and scanlines
- Created unified terminal styling system
- Established PRONODE compatibility layer
GAME ENGINE:
- Enhanced raycasting renderer
- Improved collision detection system
- Added minimap functionality
- Optimized sprite rendering
INITIAL RELEASE:
- Base game engine implemented
- Raycasting 3D renderer
- Player movement and controls
- Map editor basic functionality
- Audio system integration
GAME FEATURES:
- Enemy AI
- Weapon systems and combat
- Texture mapping and sprites
- Environmental effects
CHANGELOG READY
ENTRIES: --
LAST UPDATE: --
PRONODE v33