Releases: skleinjung/shift
Releases · skleinjung/shift
0.0.10
0.0.9
What’s Changed
- chore: restructure game initialization to allow narration to play at load time (#160)
- feat: add river toads (#159)
- feat: dart lizards only startle if the player moves (#152)
- feat: add thorn gremlin creature type (#150)
- feat: allow partial visibility obstruction from terrain (#148)
- feat: add mouse tooltips for map elements (#147)
- feat: limit visibility based on terrain obstructions (#143)
- feat: forest map layout and performance improvements (#141)
- feat: add Dart Lizard creature (#135)
0.0.8
What’s Changed
Week 2 of 4 for the November Crunchless Challenge have brought many developments to the latest version of Shift!
Items and Loot
- Dungeons can be generated with items on the ground. These items are visible on the map.
- Players can interact with items found in the dungeon (pick items up, drop items)
- When moving through the map, the message log displays a list of what items are in the current space
- When killed, monsters will drop any items they are carrying. To make this interesting, monsters can spawn with items in their inventory.
Monsters and Behavior
- Implemented basic path finding functionality
- It is now possible to automatically move to a destination by clicking on the map
- Monsters can intentionally move towards targets now
- New monster behaviors: chase an opponent, wander between rooms, and retaliate against aggressors
Gameplay Enhancements
- Turn order is now determined by an initiative system drive by the new 'speed' attribute on player and monster characters
- Added a 'flash' effect to creatures that are attacked, with the amount of damage shown as well
- Created new terrain types and symbol set for forest maps
UI and Quest System
- Use modal menu overlays instead of sidebar menus. (Was confusing to switch between sidebar and the map, leading testers to feel "stuck" after using the menus.)
- Create UI elements for showing narration, dialog, and quest text
- Initial support for tracking quest objectives, and triggering effects when quests are completed
Complete Change History
- feat: allow player to start anywhere in static maps (#109)
- feat: add support for forest maps (#107)
- feat: show how much damage was dealt by attacks on the highlight effect (#104)
- feat: add combat flash effect (#103)
- feat: add basic support for quest events and dialog (#101)
- feat: add narration dialog UI elements (#100)
- fix: retaliate behavior sometimes attacked when out of range (#99)
- feat: add initiative and speed system (#98)
- feat: add chase, wandering, and retaliation behaviors (#97)
- refactor: restructure map and behavior files (#92)
- feat: add path finding, and click-to-move functionality (#91)
- ui: use modal menu for inventory management instead of sidebar (#90)
- feat: add monster loot (#85)
- feat: add treasure to dungeon (#83)
- feat: add 'drop' and 'pickup' commands, and items visible on map (#82)
- fix: monsters were attacking a turn too early (#79)
0.0.7
New Features
- Title screen and application navigation (Exit, pause, etc.)
- Random generation of dungeons, and ability to navigate the map
- Prototype of monster behavior and movement
- Display of player status
- Display of log messages
- Expedition end conditions (player death, running out of turns)
- Basic inventory system and equipment effects
- Random roll-only combat system
0.0.6
0.0.5
0.0.4
0.0.3
0.0.2
0.0.1
What's Changed
- Add initial design document. by @skleinjung in #2
Full Changelog: https://github.com/skleinjung/shift/commits/v0.0.1