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|
9/22/2015:
==========
- created Changelog
- fully documented world.h, world.cpp, entities.h and entities.cpp
- fixed interpolation
- made entities dynamically allocatable
9/23/2015:
==========
- fully documented ui.h and ui.cpp
- converted most world functions to only needing a Player pointer
- added entity-world binding, so that only a single world draw()/detect() needs to be called per loop in main.cpp
- added dialog boxes and a key binding to acknoledge them (make them disappear)
- added a togglable debug overlay thing (F3)
- added villages
9/24/2015:
==========
- improved entity binding
- added structures, villagers, and a basic villager AI
9/26/2015:
==========
- added a base for indoor areas
9/28/2015:
==========
- added dropping from platforms
- added structure entering/exiting
- improved world/entity handling
- fixed NPC generation
- added enumerators for entity types
- improved NPC wandering
9/29/2015:
==========
- made world handling work with interpolation
- successfully ran game 200 entities
- improved debug screen
- added mouse interaction w/ NPCs
9/30/2015:
==========
- improved left/right movement
- added framework work NPC dialog n' stuff
- added quest stuff between NPCs and player
- began work on giving names to NPCs
- began working on config file
- created a bug file
- added displaying of entity names on mouse hover
- found more fonts
10/1/2015:
==========
- player can now complete assigned requests
- player's name is displayed
- improved gravity so entities don't shake on the ground
10/2/2015:
==========
- added a basic inventory
- quests can reward one type of item (but any quantity of that item)
- added texture loading, began working on player textures
10/5/2015:
==========
- added NPC/player/structure textures
- textures flip with direction
- made a beautiful Makefile
- moved main game loop into separate function
10/6/2015:
==========
- Makefile only builds edited files now
- improved sprites
- improved world drawing
10/8/2015:
==========
- added background image
- added grass
- added running textures to player
- added crouching
- improved world draw, world now draws player as well
10/9/2015:
==========
- improved player inventory
- improved quests
- added mobs
- added DEBUG flags and functions to inventory.cpp and ui.cpp
10/13/2015:
===========
- cleaned up main.cpp
- added DEBUG flags to common.cpp and Quest.cpp
- added player health
- made textures for rabbit
10/15/2015:
===========
- fixed quest assignment/completion
- entities can't move when interacting now
- added GLEW libraries
- worked on delaying quest assignments until dialog is closed
10/16/2015:
===========
- fixed delaying quest assignments until dialog is closed
- checked and secured errors in malloc/calloc calls
10/19/2015:
===========
- fixed malloc/strlen bug that crashes the game on some linux systems
- broke andy's linux system on his laptop, allowing for test game build on Windows
- began extensive documentation in main.cpp
10/20/2015:
===========
- andy's laptop 'can' boot
- added 200+ lines of documentation to main.cpp
10/21/2015:
===========
- andy's laptop works :)
- finished documenting main.cpp, bringing it to 759 lines
- began documenting entities.h/.cpp and world.h/.cpp
- fixed structure physics
- improved include locations
10/22/2015:
===========
- 1 month Changelog anniversary :)
- successfully built and ran game on 64-bit linux
- successfully build game on 32-bit Windows (game crashes on execution)
- removed npc array; NPCs are now created in the entity array
- created a basic texture handling library
10/23/2015:
===========
- fixed entity initialization
- added multiple mobs
- improved texture handling
10/26/2015:
===========
- removed windows build commands
- fixed bug with spawning 'dead' NPCs
- entities are now drawn behind the current world as well as the grass
- player can now only highlight one NPC at a time
- fixed GLEW shader initialization segfault
- began working on bird mob
- improved world scenery
10/27/2015:
===========
- added a parallax background layer
- gained knowledge on sprite creation
- created tree and mountain sprites
- created a decent bird AI
10/28/2015:
===========
- fixed world drawing bug
- fixed segfault with entering buildings
- found bug with npc quest preloading
- documented more of world.cpp
- improved background textures/parallax stuff
10/29/2015:
===========
- re-added NPC quests
- fixed issue with player standing on grass
- made game exit when player falls in hole
- documented world.h
- fixed camera ortho
- began working on layer-switching animation
- added variable width backgrounds
- added a debug sprint speed
- the currently selected item is now drawn on the player
- pressing q discards (w/ visuals) the currently selected item
10/30/2015:
===========
- fixed bug involving grass pressing and platforms
- added a day/night cycle, with shading on all drawn
objects except for entities
- added stars at night
- successfully enabled and loaded GLSL shaders
11/2/2015:
==========
- improved shaders (can now see drawn objects)
- re-organized Goals.txt
- began working on game concept/design/plot/everything (in google doc)
11/3/2015:
==========
- added world gen based off of functions
- added cutting to black
- added typewriter-esque text drawing
- documented ui.h
- continued work on GLSL shaders
11/4/2015:
==========
- fixed typewriter output free() error
- added y-binding to ortho (if player is high in the sky ortho and UI will match it)
- added maximum to gravity's pull
- worked on storyline
11/5/2015:
==========
- wrote more storyline (up to 7 pages)
- fixed ortho for when player is inside a building
- began work on ray shading (flashlight)
- (out of class) began experimenting with writing game soundtracks
~ About 3400 lines of code + documentation written ( +7 pages of story on gdoc)
11/6/2015:
==========
- worlds can now be saved & loaded from a file
- created 'storyboard' for first few player areas
- improved flashlight
- made some minor improvements to world appearance
11/9/2015:
==========
- gave world's their own entity/mob/npc/build arrays
- cleaned up for loops (switched most to `for(auto :)`
- added drawing/handling of entities on all layers at all times
- removed building entering/exiting
- andy broke SDL cuz he's bad
11/10/2015:
===========
- fixed building entering/exiting
- prototyped first world for story-line-thing
- andy fixes sdl
11/12/2015:
===========
- began documenting ui.cpp
- vastly improved dialog, added options/buttons
- improved world physics a lot
- created a generic object class
- began death handling stuffs
- added a quest list in-game
11/13/2015:
===========
- began working on cutscene triggers
- began working on item dialogs
11/16/2015:
===========
- minor bug fixes
- began working on arenas
- began working on cutscene triggers
11/17/2015:
===========
- created basic arena / arena handling
- added entity deletion when an entity dies
- fixed errors with typewriter-text
- finished cutscene triggers
11/18/2015:
===========
- converted layered background items to tiles
- fixed ortho in small spaces
- began formalizing item system
11/19/2015:
===========
- texture loaded tracks loaded textures to prevent re-loading (frees resources)
- continued work on things finished the following day (11/20) :)
11/20/2015:
===========
- began working on inventory UI
- moved background drawing to World class
- re-did the item system
- actually tiled background images to save space
11/23/2015:
===========
- 2 month Changelog anniversary :)
- Created the new inventory ui
- Fixed texture loading bugs
11/24/2015:
===========
- Bug fixes related to memory allocation
- Broke item textures...
- Finshed new inventory ui animations
11/30/2015:
===========
- Converted all m/calloc/free calls to new/delete
- fixed hardcoded string issues
- improved inventory animation
- began writing songs for game soundtrack
~ About 4280 lines of code + documentation written ( +7ish pages of story on gdoc)
12/1/2015:
==========
- ran game through valgrind, fixed almost all memory leaks/errors
- smoothed out game animations
- broke the game
12/2/2015:
==========
- fixed many item related segfaults :)
- removed std::thread calls
- improved world background drawing; added that to IndoorWorld's
- improved inventory functionality
- fixed issues with cutscenes
12/3/2015:
==========
- improved inventory draw
- fixed most segfaults, including those when exiting
- added -Wall,-Wextra, and -Werror to enforce better/safer coding
12/4/2015,
12/7/2015:
==========
- re-did fullscreen text (importantText)
- began doxygening headersspin a dreidel
- fixed entity name reading
- fixed entity sprites
12/8/2015:
==========
- continued to document header files through doxygen
- added border to dialogBox
- fix entity movement handling; npcs stop when you talk to them
- added sword animation?
12/9/2015,
12/10/2015:
===========
- added sound effects
- fixed disappearing building
- began actually plotting areas
- fixed layer switching-ish
- added passive dialogs
- began working on particles stuffses
- improved village spawning
12/11/2015:
===========
- plotted out a tutorial-ish area in game
- imrpoved BGM handling
- continued work on particles, made a fountain
- added sanic
~ Broke 5000 lines of code/doc, now with some file Doxygen'd
12/14/2015:
===========
- Re-implemented Arena
added door mob for exit
added white flash + sound transition
- fixed fading bugs
- continued fixing general game bugs
- fixed structure spawn issues
12/15/2015:
===========
- began/continued work on original player sprite
- began working on dirt textures
12/16/2015:
===========
- added more soundtracks
- completed dirt texturizing, improved ground shading
- checking files for potential divide by 0 errors, due to random floating point errors
still have floating point errors
- restarted work on real shading (GLSL stuffs)
12/17/2015:
===========
- continued work on player sprite
- continued work on GLSL shaders
- fixed NPC spawning world location stuff
- messed with threads/forks
- re-fixed/added indoor environment; fixed indoor background
12/18/2015:
===========
- upgraded development utilities
- began working on pages, made sprite and handler
- GLSL shaders are better
- redid theme_jazz
12/21/2015:
===========
- fixed dialog options issues, finished basic pages
- added World::getAvailableNPC() for easy quest assigner assigning
- added the Condition class, so that events and actions can be remembered by NPCs
- added functionality for multiple lights (GLSL)
12/22/2015:
===========
- 3 month Changelog anniversary!
- fixed dialog quitting bug
- worked on village spawning
- worked on wrapping text for dialog boxes
- did more work on GLSL shaders
1/3/2016:
=========
- finished wrapping text for dialog boxes
- began working on world saving/loading again
- got some mad GLSL shaders running
1/4/2016:
=========
- fixed basic world save/load, working on entity saving
- GLSL shaders worked?
1/5/2016:
=========
- can save NPCs and Structures
- more shadering
1/6/2016:
=========
- flashlight!
- XML-scripted worlds!!!
- !!!!!!!!!!!!!!!!!!!!!!!!
1/7/2016:
=========
- xml'd npc and mob spawning
- xml'd npc dialogs
- drafted page xml
1/11/2016:
==========
- improved npc dialog xmling
- WIP xml'd world linking
- textures?
- music?
1/12/2016:
==========
- world linking xml'd
- xml'ing indoors
- shaderssss
- more music
1/13/2016:
==========
- discovered how intel and nvidia gpus handle lighting
- xml'd buildings and their indoors
- xml'd settings for screen dimensions
- xml'd item giving through npc dialog
1/14/2016:
==========
- pondered on non-random generation
- fixed some drawing issues
- made spritesheet for easier solid-color-texture drawing
- began to incorporate XML into the world class for dynamic world loading...
1/16/2016:
==========
- removed layers
- switched world linking from pointers to file names, rewrote all world-linking code
- worlds are now loaded dynamically
1/19/2016:
==========
- memory management
- began reconsidering save/load stuff
1/20/2016:
==========
- can save npc dialog positions
- worked on player sprite redesign
- greatly simplified/documented gameplay.cpp
1/21/2016:
==========
- can save most mob positions
- fixed world widths, background drawing
- added aggressive flag to mobs, player enters arena on impact
- added world load fault handlers
- worked on player sprite redesign
~ A little over 5200 lines of code
1/22/2016:
==========
- better player sprites???
- fixed major bugs
- free'd more resources
- documented almost all of world.h
- improved settings.xml
1/25/2016:
==========
- Game has a menu API
- Pause Menu
1/26/2016:
==========
- wrote paper regarding what we've learned, and where we're at
- ported game to Windows, left EXE and DLLs in repo
2/1/2016:
=========
- began rewriting item/inventory system
- worked on option menu actually modifying options (updating settings.xml)
2/2/2016:
=========
- unbroke inventory stuff
- saved xml stuffs and volumes stuffsfees
2/3/2016:
=========
- fixed inventory bugs
- improved arena handling
- removed old, unused and commented codes
- began working on XML'ing quests
- improved mouse
2/4/2016:
=========
- fixed world boundary glitch
- began work on XML'ing triggers
- npcs can assign quests through XML
- screenshots
- improved memory management
- more audio sliders
2/5/2016:
=========
- improved font rendering codes
- added font selection to settings.xml
- XML'd important text
2/8/2016:
=========
- partially fixed text drawing
- XML'd quest checking, working on quest requirements
- worked on XML'ing villages
2/9/2016:
=========
- quests can require one item for completion
- better-er text drawing
- can set world themes through XML
2/10/2016:
==========
- proper quest handling: multiple req's, re-classified, overall good
- began considering unique_ptr's because they're good
- fixed inventory everything
- themes work
- pushed template settings.xml
2/11/2016:
==========
- fixed text drawing for good
- fixed player boundary checks
- made importantText passive-able
- began work on saving player stats
- fixed dialogClick stuffs
- added readConfig checks
- added background layers and whatnot
2/12/2016:
==========
- made saving functionality for player coordinates, inventory, health and current world
- addded structured villages
2/22/2016:
==========
- found weird memory leak bug with structure inits
- mob deaths are saved
- fixed building spawning
- volumes are better
~ 5 month Changelog anniversary!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
2/23/2016:
==========
- began re-write of font rendering functions
- began documenting main.cpp
- improved game efficiency
2/25/2016:
==========
- very neatly documented/optimized ui.cpp (very neat)
- looked into better automated Makefiles
- improving villages, began work on shops
2/26/2016:
==========
- made fonts more memory-efficient
- C++-ified loaded texture handlers
- documented more stuff
- made merchant menu
2/29/2016:
==========
- renewed branch 'remake': re-wrote world.cpp and pushed
- fixed world linkage errors
- considered more formal coding? (as in documentation and indentation)
- fixed dialog boxes and options
- broke screenshots
3/1/2016:
=========
- merged 'remake' with 'master', fixed font issues and world stuffs
- continued work on merchant dialog
3/2/2016,
3/3/2016:
=========
- made particle vector not pointers
- improved efficiency of code using newly learned C++11 tricks
- added StrAttribute() to TinyXML2
- more merchant stuff, trading????
- improved village XML loading
3/4/2016:
=========
- added following functionality to entities
- fixed some world shading issues
- re-added stars, but stars draw midday
- restarted work on arenas
- began implementing currency system
- made the moon!
- merchants are a-o-kay
3/7/2016:
=========
- player lighting works more
- arenas work
- cleaned up world codes
- andy got here
~ Total of 7,379 lines of code!
3/8/2016:
=========
- fixed world draw shadings
- improved merchant menu
3/9/2016:
=========
- pages are XMLable and can be drawn
- dialogs are cool with threads
- better lighting
3/14/2016:
==========
- began implementing hills in worlds
- more inventory stuffs
3/15/2016:
==========
- finished hills, fixed hill collision physics
- fixed player repositioning when switching worlds
- XML'd tickCount setting
- even more inventory stuffs (side panes)
3/16/2016:
==========
- cleaned up world and ui functions (std::string'ing)
- oh so more inventory stuffs (animations)
- planned ahead
~ set finish date for game engine: 3/31
3/17/2016:
==========
- cleaned up ui stuff (more std::strings)
- worlds load adjacent worlds for faster loading
- fixed world fall-through error
- (WIP) made ui options dynamic (boxes can have 'infinite' options)
- can scroll through inventory with mouse wheel
- added text transparency support
3/18/2016:
==========
- worked on keeping multiple-sizes fonts in memory (importantText lag)
- c++'d more ui stuff
- game can run on *BSD systems..
- fixed abort bug on exit
- added light that follows player
3/21/2016,
3/22/2016:
==========
- andy did stuff
~ 6 month Changelog-aversary!
3/23/2016:
==========
- flickery lights
- ui font loading is smooth
- entities can be flung
3/24/2016:
==========
- npcs walking through worlds?
- found brazzier glitch
- merchants inside stalls
- z renders????
3/25/2016:
==========
- relocated detect() to main loop, better thing handling now
- implemented rain, snow
- added weather to debug overlay thing
3/28/2016:
==========
- fixed bug with quest assignment
- made file names consistent
- namespace'd config stuff
- began work on improving rendering stuff
3/29/2016:
==========
- prevented structures from moving
- began making indoor worlds good
- inventory slots are actually being used
3/30/2016:
==========
- implemented multiple floors in indoor worlds, xml'd
- made headers .hpp
- fixed player-following light
- began retexturing indoor worlds
- rediscovered important-text music fades
3/31/2016:
==========
- npcs and mobs can spawn on specific floors
- npcs can go to locations after dialog
- aborts/exits are better labeled
- began implementing food items
- more better item stuff
4/4/2016:
=========
- improved world handling
- player can now begin game inside
- removed unnecessary cout's
- began actual storyline work?
- began actual fighting work
4/5/2016:
=========
- worked on item handling stuffs
- swords can affect all entities, added knockback
- began work with threading pages/triggers
- added debug flag for settings.xml
- improved particle drawing
4/6/2016:
=========
- began considering vertex-based rendering
- discovered really weird thread handling issues
- broke world transitions
4/7/2016:
=========
- fixed world transitions
- implemented rain
- added custom health values in XML
- player can't leave arenas until mob death
- typeOut speed is consistent
- continued smart renderinging
4/11/2016:
==========
- heavily revised merchant code
- fixed bug that caused game to crash idly
- fixed bug with spawning NPCs at specific coordinates
- added functionality to ui to auto-complete the next typeOut
4/12/2016:
==========
- potentially fixed inventory drawing bug
- moved menu library to its own file
4/13/2016:
==========
- began making the world great again
- adopted indent style: linuxxxx kernel
- began converting pointers to better things
- parentheses
4/15/2016:
==========
- fixed segfaults in inventory
- Andy learned how to use GDB
4/16/2016-
4/27/2016:
==========
- added action menu
- freakin rewrote half the code
- redid mobs, moved to separate file
- library-ized game time stuff
- made the game:: namespace
- removed threadpool, gameplay
- redoing inventory system
- added -g flag
~ 7 months of Changelog
4/28/2016:
==========
- fixed arenas, improved world switching
- continued revising inventory
5/2/2016:
=========
- fixed arena speed bug
- birds don't 'hit' the world boundaries
- fixed page drawing
- items are unique now
- added swords and bows
- render is now separated from the main loop
~8,100 lines of code
5/3/2016:
=========
- smoothed out ortho snapping
- improved arenas, fixed door texture
- fixed mob riding / ortho snaps
- added command line option handling, with -r option to clear .dat files
- found segfault when exiting game
- made string tokenizer for tokenizing strings
- messed with HLINE scaling, it's bad
5/4/2016:
=========
- began implementing event saving thing
- fixed fade transitions
- re-added click to speed up dialogs
- almost ready to add new draw stuff
5/5/2016:
=========
- pushing new drawing to master, it's okay...
- changed how swords function, only hits nearest entity
5/11/2016:
==========
- hired artist
- fixed important bugs/memory leaks, few segfaults happen now
- new rendering almost complete
- brice stuff almost done
5/13/2016:
==========
- NPCs and mobs can gracefully walk between worlds, carry dialog
- began more work on combat stuffs
5/16/2016:
==========
- added jump page
- created quest lightbulb texture
- fixed overlay
5/17/2016:
==========
- added onHit and onDeath routines to mobs
- added mob drops on arena kills
- continued work on new renderings
5/23/2016:
==========
- fixed grass squishing
- player sits on cat better
- world shading is good-er
5/31/2016:
==========
- fixed name generation-er
- move random dialogs to file
- entitys can modify their XMLs
- 'alive' XML attribute works
- lighting's pretty neat
6/3/2016:
=========
- majorly improved particle handling, made CoolArray
- found bugs in quest handling...
- making lights and stars n stuff goood
- story??? art??? music???
6/8/2016:
=========
- entity stats are saved within the XML files, .dat's are gone
- game is overall better
- following lights, good lights
- good
6/13/2016:
==========
- more actual finally story work
- laughed at Goals.txt
- worked on better inventory / general ui
~ more than 10800 lines of code (just counting .hpp's and .cpp's)
6/15/2016:
==========
- fixed major indentation problem with tinyxml
- windows build actually works first try..???
- everybody's pushed and merged and stuff
- item rendering stuff
"I'm also trying to make it so that other entities can use items.. if that makes sense."
- Andy
Late June (6/16/2016 - 6/27/2016)
=================================
- urging need of decent graphics
- waiting for player sprites
- redid forest trees, mountains, houses
- fixed major issue with entering structures
- exploring more ideas for soundtracks
6/29/2016:
==========
- added chests
- added q to drop items, as objects
- chests snag dropped objects, right click to reclaim
- control setting is good, needs saving though
10/10/2016:
===========
THE REVIVAL
- began to implement EntityX
- things will actually start to work
- created render.cpp, moved shader management to there
- this game will be kinda decent now???
- input bugs, because we're awful
1/19/2017:
==========
What's been happening:
- major rewrite, full on EntityX
- everything is actually decent now
- keeping an eye on optimization, perf, ...
- basically no segfaults? like what the heck
- new inventory system
- new entity animation system
- almost ready to really get some story work done
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