0.3.3
=====
Besides new items and a couple fixes, I had a small goal this update: to
increase the "readability" of items on the screen; specifically, to make it
more obvious which things you DO interact with, and which things you DON'T.
Most objects in the game have a black outline to make sure they stand out on a
background already, so I decided that ANYTHING on screen you can interact with
should have a black border, an anything you CANNOT interact with should NOT
have a black border. Fuel pickups, rocks, seaweed, and cacti were affected by
this decision. One specific example where this clearly helps is when a Fuel
crystal is placed overlapping a rock. Before, they would blend in, despite the
pulsing color; now they clearly stand out!
Fixes
-----
* High score time stamps are now shown in local time (not UTC time)
* Forcefield generators are no longer harmful to touch
Equipment
---------
* Hugely increased chances of getting non-standard shields and armors,
especially in sectors 2+ (they're all meant to be equally-powered, and the
non-standard ones are more-interesting!)
* New shield - "Integrated Shield" - whose regen rate is doubled when you
haven't fired for at least 3 seconds
* New armor - "Embedded Armor" - reduces all hull damage by 25%
* Changed the Master Sword to fire additional bullets only while your hull is
undamaged
Collectibles
------------
* Gave fuel crystal things a black outline, to make them stand out better
Enemies
-------
* Trailing Talitha stops shooting when it's far away from you
* Dashing Denebs moving vertically now move a little slower
Planets
-------
* Added (subtle) clumps of stalagmites and stalagtites to most planets
* Added trees to forest worlds! They currently come in only one color :|
* Lightened outline of cacti, rocks, and seaweed
Internationalization
--------------------
* Tab titles in ship menu are correctly centered for non-English languages
* More French and German translations
0.3.2
=====
Fixes
-----
* Removed a duplicate changelog entry from the 0.3.1 changelogs >_>
* Fixed a bug that caused the game to sometimes crash when it tried to spawn
an enemy while you're near the top or bottom edge of the level
UI
--
* Added a "you win" sequence when you win!
Tutorial
--------
* Changed how the movement and shooting sections work
* Added a progress bar to show the player their progress through each section
(and hopefully reinforce that you can HOLD DOWN fire, just as you HELD DOWN
the arrows to move)
Internationalization
--------------------
* Added translation strings for shields and armor
* Improved French and German translations
0.3.1
=====
Fixes
-----
* Removed unused basswma.dll file
* Fixed an omission in the changelog for 0.3.0 ("Debug mode now gives the
player 10 shield items")
* Dialog borders and the ship's computer's avatar correctly take on the color
of the ship
* In the cut-scene where you scan the source of the mysterious signal, you no
longer leave a probe behind when leaving the scene; also removed a number
which was being displayed in the upper-left of the screen during the scene
* Stars no longer jolt when you fly past the wrap-around point of a planet
* Games which are played while Debug Mode is on are REALLY not elligible for
placement on the high score table. FOR REALSIES this time.
* Fixed a bug which would occasionally cause the game to freeze up while
generating a planet
Upgrades
--------
* Reworked "800 Points" upgrade; the point value now increases by 100 each
time it's taken, but starts at 500. So first you get 500, then 600, then
700, etc
Enemies
-------
* Revamped Dashing Deneb entirely
* Aiming Altair's aim has been improved, and his damage output reduced
Planets
-------
* Added more color varieties for desert biomes
* Added cacti to desert planets!
* Changed how decorations (cacti, seaweed, etc) are stored in planets;
improves performance when there are many decorations on a planet, and makes
it easier to code logic like "no two cacti in the same spot"
* A single tile will no longer contain two cacti or two rocks (two seaweed is
still allowed, though, 'cause it looks cool :P)
* Added grass and flowers to forest planets! (still no trees, though >_>)
* Desert planets now use a different tileset (sand, instead of rock)
* Different planet types now color their tiles using different techniques; for
example, desert and ocean worlds use a trigonometric function to vary the
tile colors, instead of a random method, like forest and barren worlds
* It used to be that a planet's color on the sector map was that planet's
underground background color; now each planet specifies a color. for
example, forest worlds now have the color of their plants, oceans of their
water, etc.
UI
--
* Item names are now underlined, instead of bolded (my bolding method made my
umlauts look like macrons! ... ... that was fun to say :P)
* On the Game Over screen, you're now given the option to immediately play
again
* When your score will not be recorded to the high score table (due to playing
while in debugging mode), it is drawn at 50% opacity
* Added a link to the IndieDB forums on the title menu
* Added a blinking down arrow when you first enter a level, until you descend
into the atmosphere
* Added a blinking up arrow when you have all three fuel, and are nearish the
surface
Internationalization
--------------------
* Added French language option; currently incomplete, and almost certainly
wrong at times, as I know only very-very little French, and have been
relying on Google Translate plus a little research (looking at French
keyboard layouts, for example)
* Added German language option; see previous note about French, except that my
knowledge of German is EVEN LESS >_> (At least I took two years of French in
high school. The most I can say about German is that I've played many German
board games, and love the movie "Run Lola Run" :P)
Misc
----
* Naming your ship "ZELDA" now starts you at Sector 9, with the Mysterious
Source scanned, and a Master Sword. These games ARE elligible for placement
on the High Score table (because you're probably going to get a terrible
score :P)
Things You Don't Care About
---------------------------
* Updated to MonoGame 3.2. This turned out to be a little troublesome, since
MonoGame dropped Serializable in favor of DataContracts. I was able to avoid
changing everything over to DataContracts by writing a simple wrapper class
for MonoGame's "Color" struct, and making that class Serializable
0.3.0
=====
Fixes
-----
* Rocks and Seaweed are no longer placed on spiky terrain
* Scattershields can now be found!
* Collision damage to the Hull is no longer halved when equipped with Armor
* Non-basic armors are now available a level earlier, as they should have been
(a ">" should have been a ">=")
* Berserker and Reactive Armor's special effects are now correctly triggered
only when the armor itself takes damage (and not when the shield alone takes
damage)
Enemies
-------
* Aiming Altair is now orange, to better distinguish him from collectible item
boxes
Equipment
---------
* Added a new type of shield - Hard Shield - which reduces collision damage by
50%
* Added a new type of shield - Soft Shield - which reduces weapon damage by
50%, but does not reduce collision damage at all
* Non-basic shields are now a little more likely to drop (40%, instead of 33)
* Redid how shield drops are generated, allowing lower-level non-basic shields
to drop at lower levels (affects Angry Shields)
Collectibles
------------
After having a few friends playtest the game, I noticed that they were not
identifying collectibles as being collectible, so:
* Collectibles (item drops, upgrades) now move in slow circles; bonus: this
should also eliminate those rare cases when collectible items get stuck in
walls
Sector Map
----------
* Increased the odds that a sector has two planets (40%, instead of 33)
* The first sector now ALWAYS has two planets (instead of NEVER, as before)
* Added control instructions on sector map
* Added story dialog when first viewing sector map (which _conincidentally_
tells you how to play the game :P)
Ship UI
-------
* Your points now BLINK red when you can't gain points
* The word "Shield" now blinks red when your shield is disabled
* The shield bar and word "Shield" now have a blinking white outline when you
are invulnerable
Misc
----
* High score table implemented (at last!)
* "Settings" tab in game menu now works (at last! :P)
* A tutorial has been added!
Debug Mode
----------
* Debug mode no longer gives Log items to new games
* Debug mode now gives the player 10 shield items
Things You Don't Care About
---------------------------
* Refactored title menu, load game, and about screen into separate game
state objects (was previously crammed into one!), making adding new states
(like high score table) easier, and making code much more readable
* Changed a bunch of class names to be more meaningful; ex: Level -> Planet
* Began work on internationalization, moving strings to Language classes;
got very few strings done for English and French
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