|
1 | 1 | # Changelog |
2 | 2 |
|
3 | | -## [UNRELEASED] v0.4.0: Quests 📃🖋 |
| 3 | +## v0.1.0 Project Demo 🏃 2023-05-19 |
4 | 4 |
|
5 | 5 | ### New |
6 | 6 |
|
7 | | -#### Quest system |
| 7 | +The initial demo is to verify the direction of the 4.0 rewrite. The codebase is rewritten from scratch, being refactored to include Godot 4 updates as well as GDQuest best practices. |
8 | 8 |
|
9 | | -- Start, complete quests, and have multiple objectives per quest |
| 9 | +This first demo tackles player movement throughout the gameworld. This is accomplished primarily via Godot's built-in physics engine, which is used to govern "where everything is and may be". |
10 | 10 |
|
11 | | -#### core |
| 11 | +Gamepiece movement is grid-based (as in the original Final Fantasy and similar games) and concurrent (gamepieces may move simultaneously). The player may move via gamepad, touch screen, or mouse + keyboard. The source code is documented and should provide a robust starting point for any RPG or Roguelike. |
12 | 12 |
|
13 | | -- Save and Load the game: currently only for party members |
| 13 | +Please turn on 'Debug/Visible Collision Shapes' in the editor to better see where everything is located on the grid. |
14 | 14 |
|
15 | | -### Fixes |
| 15 | +### Changes |
16 | 16 |
|
17 | | -- Fixed jerky move animation the first time a Pawn moves on the map |
18 | | -- Only start interaction when clicking on the NPCs' area |
19 | | - |
20 | | -### Source code |
21 | | - |
22 | | -- Split GrowthStats and CharacterStats |
23 | | -- Added docstrings to a number of files and methods in the codebase, to help understand the code a little better |
24 | | - |
25 | | -## v0.3.0: Motion and Dialogues 😮💬 |
26 | | - |
27 | | -### New |
28 | | - |
29 | | -#### Battle system |
30 | | - |
31 | | -- Added support for extensible AI on battlers, allowing the ability to craft custom AI on a per enemy type/character basis. |
32 | | -- Mouse and touch controls |
33 | | - |
34 | | -#### Map |
35 | | - |
36 | | -- Leader and followers now reflect the player's party's size |
37 | | -- Touch controls with pathfinding |
38 | | -- NPCs now have two interaction modes and look directions: they can be triggered by walking in an area around them or by pressing space in front of them |
39 | | -- Characters on the map now have a dedicated skin and animations so characters reflect the party |
40 | | - |
41 | | -#### Dialogues |
42 | | - |
43 | | -- Character database: you can now reference a character and an expression by name when writing dialogues |
44 | | -- Portrait: the dialogue box displays full-body portraits of the characters |
45 | | -- The player's spawning point now displays as a rectangle |
46 | | - |
47 | | -#### Interface |
48 | | - |
49 | | -- CircularMenu: open and close animations |
50 | | -- Added an interface to represent the characters' turn order in combat |
51 | | - |
52 | | -#### Core |
53 | | - |
54 | | -- Skills can now be unlocked as characters gain levels. Change the `level` property of the `Skill` to set the unlock level |
55 | | -- Pathfinder class to find the path between two points with AStar |
56 | | - |
57 | | -#### Art |
58 | | - |
59 | | -- Added map sprites for Robi and Godette |
60 | | -- Added a simple tileset for the grasslands |
61 | | - |
62 | | -#### Tools |
63 | | - |
64 | | -- RectExtents: a node to represent an animated character's bounding box/touch area |
65 | | -- Manipulator to edit RectExtents (BattlerAnim bounding boxes) directly on the 2d canvas |
66 | | - |
67 | | -### Changed |
68 | | - |
69 | | -- Updated to Godot 3.1 alpha 3 |
70 | | -- Nicholas simplified and restructured the Battlers and Party members' code to make it more robust and easier to understand. Now the `Battler` delegates more calculations and logic to `CombatAction` |
71 | | -- Party Members now have a battler attached to them |
72 | | -- Increased the map's size |
73 | | - |
74 | | -#### Code structure |
75 | | - |
76 | | -- Improved the Grid's code |
77 | | -- Refactored the grid, pawns, battlers and party to make the code easier to follow |
78 | | -- Added docstrings to a few GDScript files |
79 | | -- Cleaned up and removed unused functions and files |
80 | | - |
81 | | -### Fixes |
82 | | - |
83 | | -- A skill that misses will now still reduce the battler's mana |
84 | | -- The link to the Code of Conduct in the readme is now correct |
85 | | -- Fixed a bug with life bars where if your max hp is higher than 100, the bar wouldn't be properly filled all the way |
86 | | -- Fixed death animation not playing when a battler dies |
87 | | -- Fixed touch input sometimes passing through buttons |
88 | | -- Fixed jerky animation when moving the player's pawn on the map |
89 | | -- Fixed skills learned by characters at the wrong level |
90 | | - |
91 | | -## v0.2.0: Better Encounters ⚔🌟 - 2018-12-01 |
92 | | - |
93 | | -This version brings a lot of new features and improvements to the project's codebase thanks to the help of @godofgrunts, @nhydock, @salvob41, @MarianoGnu, @henriiquecampos, and @guilhermehto! We did at least twice as much as we planned thanks to everyone's help 😄 |
94 | | - |
95 | | -### New |
96 | | - |
97 | | -#### Battle system |
98 | | - |
99 | | -- Basic skill system. Allows to create special attacks, magic, etc. |
100 | | - - CombatAction for skills |
101 | | - - Simple menu to select CombatActions: Attack, Skill, etc. |
102 | | - - Skills can be executed on a given probablity |
103 | | -- Character growth |
104 | | - - Experience points are awarded at the end of battle to gain levels |
105 | | - - The value of the characters' stats is based on Godot's curves |
106 | | -- Battle Formations for monsters and the player's party, based on .tscn files |
107 | | -- Added support for multiple targets. The interface to do it from the game is not available yet but you can now pass pass multiple targets to any combat action/command and it will affect all of them |
108 | | -- Animated pop-up labels. They show how much damage a character to took or how much mana someone lost. There's also animations ready for healing effects. |
109 | | -- The battlers now have a bounding rectangle based on the RectExtents node: we use it to place the interface or to determine the size of a character |
110 | | - |
111 | | -#### Core |
112 | | - |
113 | | -- Inventory and items: also manages the party's currency |
114 | | -- Persistent data between the combat and the map: after an encounter, the experience and items the characters earned gets transfered to the Party. This will allow us to add savegame support |
115 | | - |
116 | | -#### Map |
117 | | - |
118 | | -- Grid-based character movement |
119 | | - - Follower pawns follow the leader or playable one with a one-step delay |
120 | | -- Dialogue system |
121 | | - |
122 | | -#### User Interface |
123 | | - |
124 | | -- Mana bars |
125 | | -- Circular menu: a radial menu you can use for battle, for the character to pick one of multiple CombatActions to use on its opponent. E.g. attack, a specific skill... |
126 | | -- Rewards screen: old-school, time-based rewards screen |
127 | | - |
128 | | -#### Art |
129 | | - |
130 | | -Added sprites for Godette, Robi, the porcupine, and the grasslands battle background sprites. There's also the first combat icon for Robi's base attack, the bilboshot. |
131 | | - |
132 | | -None of the art is animated yet. |
133 | | - |
134 | | -#### Audio |
135 | | - |
136 | | -There is now a battle theme and a placeholder victory fanfare |
137 | | - |
138 | | -### Changed |
139 | | - |
140 | | -- Characters and Monsters now have mana |
141 | | -- Enemies now have a small chance of choosing the target with the lowest health; otherwise, they randomly choose targets |
142 | | -- Fixed job node duplicating itself with the tool mode |
143 | | -- Refactored the initialize loop and getting battlers |
144 | | -- Fixed incorrect indentation in Battler.gd |
145 | | -- Improved Data persistence in and out of combat |
146 | | -- Added some asserts in the code to help with debugging |
147 | | - |
148 | | -## v0.1.0: Combat prototype ⚔ - 2018-11-04 |
149 | | - |
150 | | -Base combat prototype: the characters can only attack in a turn-based fashion. Health, damage, target selection, and winning and losing the fight are all present in a basic form. |
151 | | - |
152 | | -### New |
153 | | - |
154 | | -- Link to the contributor's guide on GDquest |
155 | | -- Note about static typing in Godot 3.1 in the README |
156 | | -- Note about maintainers refactoring PRs for stylization or educational purposes in the README |
157 | | -- Initial game concept, goal, story, mechanics (combat system), characters, aesthic choice, world information, technologies used, and prototypes to game_concept.md |
| 17 | +- Changed game assets to use Kenney's Tiny Town set. The art is upscaled 5x in-game. |
| 18 | +- Updated the changelog and reset the versioning, as this is essentially a new project. |
| 19 | +- Added a credits file providing attribution to project assets. |
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