Thursday, June 19, 2014

Major upgrades!

Tons of work done!

A new version of the Demo is available: http://theoremgame.weebly.com/
You should leave me feedback.

6/19/2014
-added new magnatite song 'archetype' into game
-fixed bug with purchasing bombs from trader
-additional leveling/mixing of sounds for game
-fixed bug with stats/leader screen not displaying luck & magic stats
-fixed bug with displaying action window for looting 2nd treasure chest
-created achievements manager, basic achievements, implemented and tested in game
-added achievements to end game screen for game recap
-added achievement points to game and save data
-added explosion radius gameObj for bomb objects
-modified explosion radius of bomb to match explosion radius sprite visual bounds
-added shelf destruction
-made new main menu video
-captured GIFs, uploaded various media to internet

6/18/2014
-added choose leader screen music, end game music, changed in game music
-fixed bugs with choose leader screen
-TONS of work done to soundFX
-added thug destroyed sound
-added low health sound fx - repeats until hp is greater than 1
-changed game genie/wizard screen music
-in game left/right trigger calls 'quiet rumble sound'
-show HP bar when health is low
-barrels should spawn gold or hearts - never bombs or potions
-purchasing bombs adds them to your bomb collection, instead of pushing single obj to inventory
-added error sound (change this later, is LTTP sound)
-modified prices of items from trader
-created controller display system (shows what controller input in game HUD)
-updated HELP screen with color coded controller & keyboard

6/17/2014
-added black smoke to standing fire game obj
-changed empty heart item to HP scroll item
-changed how loot is spawned from barrels, treasure chests
-added NPCs to start dungeon 1, introducing controls
-added trader NPC to start dungeon 2
-Aletheia takes reduced damage if blocking, depending on equipped defensive item
-added message popup when new members join the team
-fixed movement bugs with ghost friend 2
-polishing for new demo release
-fixed prices on trader's menu for bombs & shield
-fixed thumbstick input on choose leader screen loadout selection
-made flea attack radius smaller, hit rec larger
-added gears to main menu sprites
-changed end game screen to display image specific to beating demo
-changed generic loading screen image
-changed how end game stats are displayed
-planned out various hero images

6/16/2014
-updated main menu sprites
-consolidated 8 perks into 5 bonuses, tied into game
-removed credits, replaced with ghost switch
-changed how game over occurs, created game over screen
-esc in game cues areYouSure screen
-modified forest dungeon entrance
-setup save data to use relative path instead of absolute path in prep for actual saving
-worked on centering camera on demo miniboss / endgame state
-changed demo levels to be dungeons 1 & 2
-fixed various bugs with various game over states
-seperated resetGame() and clearInput() methods
-a metric shit ton of polish

6/14/2014
-completed working prototype of loadout screen, lots of work here

6/12/2014
-rendered new images for choose leader screen
-changed ghost storyline/editor to start at pys cave
-looped choose leader screen input for both full game and demo
-changed background images, consolidated stats on choose leader screen
-added bouncing arrows for left/right selection near character for CL screen
-upgraded main menu screen background sprites (modeled, rendered)
-upgraded loading screen to display loading text, and change text upon load
-began work on upgrading choose character / loadout screen

6/11/2014
-added ghost face to HUD
-fixed spawning issue with dead players
-upgraded load level screen to check for level name generically/by field
-added level count to metric collector
-created levels for overworld according to new map design
-checked, all storylines spawn correctly
-set different start messages for each storyline
-fixed editor zoom out button
-fixed bug with picking up hearts
-cannot load levels other than demo levels else cue win game
-select character is limited to two options in demo
-refined and polished DEMO levels
-upgraded how editor spawns dev player in game

6/10/2014
-created tyche loading screen image
-changed how data is stored in game in prep for saving/checkpoints
-wrote save & load game methods (using serialized xml data)
-images on choose leader screen fade between choices
-updated loading screen to display different image based on storyline chosen
-updated choose leader menu to display character tokens & ghost
-worked on stat screen layout
-all actors now have luck, magic, speed, hp, attack stats
-fxManager.processDamagerEvent can now show 'miss' notifications for battles via null parameter passing
-added crit notifications to fxManager.processDamagerEvent
-added LUCK stats into battle manager calculations
-added MAGIC stat into magic recharge calculations, balanced magic recharge times
-planned out perks, companion, & starting inventory screen

6/9/2014
-added simple backstorys to character select screen
-added ghosts to graveyard/levels
-added end game fx event (named 'piras')
-added popups for all sign posts in game
-more balancing on actor classes
-modified hit boxes on enemies to be easier to hit
-created aletheia loading screen image
-added easy/med/hard attributes to choose leader screen
-created harmonia loading screen image
-create gnosis loading screen image

6/7/2014
-made main menu font larger, bold
-created choose actor screen (!!!)
-linked up/setup loading different game start points (!!!)
-changed intro text - 'You appear from the spirit plane...'
-party members start off as dead game objects, player starts off as ghost
-added dead member objs to levels at 0 spawn points
-actors stay with the level they die on
-changed NPC dialog to talk about bombing, asking for help
-consume should not popup for full hearts - should auto pickup if HP < maxHP
-added timed bombs to forest town again
-changed loading screen image
-added sounds to choose character screen
-added more treasure chests to demo later levels (graveyard, winter castle, ice dungeon)
-removed number of enemies on graveyard level
-fixed bug with dropping inventory and nulling out dead party members

6/6/2014
-removed map from paused screen, modified layout of start menu & debug menu
-fixed bug with controls screen nat fading away
-made theives easier enemies to defeat
-removed levels getting cut, renamed levels being kept
-removed debris sprite data from winter tree
-replanned/revise demo design and gameplay
-created 7 new demo levels
-added all levels into metric collector
-linked up level exit/spawn events
-filled out levels with enemies
-filled out levels with lootables

6/4/2014
-added 2nd treasure chest (gameobj, levelManager, player)
-created skeletal remains with blood
-NPCs destroyed to skeletal remains
-created & tested end game FX (time slows down, centers on boss, special death sound plays, dialog message cues)
-made end game FX & state generic (can be other boss/event/cue)
-bombs explode sooner
-redesigned demo town around piras confrontation
-added additional dialog popup, dead townsfolk
-created final boss battle events: changes music, cues message popup
-fixed bug with battle music stopping all music
-made message screen spell out the letters zelda style
-used sound fx for the text as well - zelda sounds
-various revisions to how end game plays out

6/3/2014
-relocated dropInventory() method to inventoryManager
-buildings/houses collapse if bombed (walls, floors, ceilings)
-fixed bug with floor not getting destroyed properly
-fixed bug with bombs sometimes not exploding properly
-changed destroyed ceiling sprites to be ceiling rubble on ground
-collapsed ceiling have a chance to become ceiling rubble or nothing
-fixed bug with open door not collapsing
-trees become stumps when bombed
-added armed bomb gameojb in editor lootables - explodes when player gets near it
-changed level 2 (catacombs) to be part forest dungeon and part caves with in level tile transition
-changed how level2 connects to level3 - emerge from a cave into town
-armed bombs now explode based on ID
-organized editor input regions
-create a reset button for bombs in editor
-setup forest town with bombs that explode when player gets near
-arrows now omove based on their ID value (can move slower/faster easier)
-added glimmer sprite (fxmanager) to items that are on screen that can be picked up
-sort all game consumable items under player so squat animation makes sense
-fixed armed bombs to sort below player, like other game objs

6/2/2014
-pressing enter @ main menu sets input to keyboard & controller 1
-created inventoryManager & invMan.equipActor()
-refactored inventoryScreen equip functionality into invMan.equipActor()
-setup autoequip weapon/defense item when player picks it up
-fixed bug with dropping inventory items and updating actor textures
-fixed bug with shield description
-created new loadLevel screen based on wizard screen for editor
-created clear level routine in editor
-added catacombs level
-built catacombs level
-connected start dungeon to catacombs, catacombs to forest town
-included catacombs in demo level load check
-add all party members to start dungeon
-all party member should start off as dead
-rebuilt ForestTown1
-plugged catacombs & forest town into game analysis, generated new report for demo
-demo now at 33,60 sq feet (0.75 acres) with 100 enemies/253 barrels/5 treasure chests/17 other items

6/1/2014
-fixed major bug wth wmv crashing the game upon game losing focus
-released to web



//ThGrk

Monday, June 2, 2014

Polish++

There has been much progress...

A new version of the Demo is available: http://theoremgame.weebly.com/
You should leave me feedback.

changelog:

5/31/2014
-fixed bug with switching between leaders clearing out equipped objs
-fixed bug with loading harmonia's spritesheet
-fixed bug with HUD not properly reflecting equipped item upon leader switch
-moved saveLevel() from editorInput to saveLevelComponent.saveLevel()
-created metric collector.cs, collects data about levels and game, writes data to file
-conducted first data analysis of game including level sq. foot, enemies, items, lines of code
-fixed various bugs after playtesting with Z

5/29/2014
-updated fxManager.processDamageEvent to display a "+" or "-" before damage notification text
-updated weapon descriptions to reflect actual damage values used in game calculations
-added key to editor
-took notes from vlambeer art of screenshake video
-added camera teleport to level manager upon level load
-added camera lerp following after and between party members
-reorganized camera2d, removed various methods and functions that weren't being used
-bombs shake camera, getting hit shakes camera
-bombs collapse locked doors to rubble, fixed visual bug with open prison doors
-shake camera a little when shooting arrows & magic items too
-added texturemanager.UpdateHarmoniaTexture() in prep for equipping items for 2nd party member
-created battleManager to handle all battle calculations, linked into theoremGame.cs
-condensed 2 different attackActor() methods from player and aiComponent into battleManager.attackActor()
-migrated attackGameobj() into battleManger from player
-migrated dropInventory() into battleManager from aiComponent
-migrated aiComponent from levelManager to TheoremGame (top level manager)
-harmonia should have unarmed texture sheet, should start unarmed
-setup being able to equip harmonia with staff
-when an actor dies, their texture sheet swaps to unarmed (since inventory drops)
-select leader screen stays up until camera is on target of leader - fixes bug with getting stuck in walls
-fixed bug with harmonia dropping items and loaded texture
-fixed bug with inventory screen not properly displaying equip text for harmonia + staff
-changed level manager to load level in a generic way
-changed definitions of all levels so they will load correctly
-changed save level routines in editor
-changed how death sounds are handled in game

5/28/2014
-changed ghost movement speed to slow, changed player2's movement speed to fast to keep up with party
-fixed bug with revive bringing far away party members back to life
-organizing and documenting fx manager in prep for additional fx events
-updated you quit/game over screen image
-added 'credits' to game, start with 2, allows player to become party ghost, cues game over screen
-added popup text to death to show how many credits are left
-cut barrel break sound, staff swing sound to make shorter/spammable
-fixed bug with AI not targeting leader, only targeting party member 1
-fixed bug with inventory screen not properly describing how to equip and drop weapons
-created heal spell in fxManager.processMagicEvent()
-moved heal/revive sprite fx to fxManager.processSpriteEvent()
-updated loot manager to spawn shields and healing materiafrom treasure chests
-fixed bug with enemies attacking party ghost
-fixed bug with death notification
-changed how damage text is faded out, lasts a little while longer, is easier to read
-created wizard image, created wizard screen, added input functionality
-created first cheat for game via wizard input password, tested

5/27/2014
-added additional rotating elements to main menu
-revised main menu video
-added 4th gravestone gameobj
-refined graveyard level
-added additional gravestones
-removed other enemies from this level, only skeletons
-added dungeon entrance on level - doesn't work for now
-created grass to desert transition level like map shows
-completed equipping items for Aletheia: sword, dagger, unarmed with or without a shield
-added hand icon for actors with weapons
-updated HUD manage to correctly display equipped weapons/defensive items

5/26/2014
-continued working on theorem main menu overlay
-created wizard character, created wizard screen (unsure and on hold for now)
-nulled out input for 2nd menu item (coming soon)
-created proper exiting state for main menu screen
-added enter skip to intro video screen
-changed sprite.cs to actually factor in rotation for draw method
-created animated main menu overlays

5/25/2014
-main menu text should appear only if window is in open state
-switched music out to only use demo music from aaron paul low
-changed text from '______ has joined your party' to "Someone has joined the party..."
-fixed sorting bug with traps
-updated main menu video
-pump color + 10-20 on gameplay
-added aletheia running through spider caves
-added team running through ice dungeons
-extended timing of cast animation introduction
-shortened timing of red stone on screen
-worked on initial sketches for theorem main menu overlay

5/24/2014
-changed AI to target players only
-created easier to read Theorem logo, cut edges off of O, extended the T on the left, tightened tracking
-created symbols for different factions
-redesigned main menu to not be big and stupid
-removed game.difficulty - no longer hard or normal options
-removed all old bkg sprites from main menu
-created, loaded new main menu sheet in main menu screen
-removed 'press start' MM text
-fixed sorting of bombs
-rendered main menu with updated logo
-recorded walking around in levels as various characters for main menu intro
-edited together new main menu video based on music
-no text initially, anykey or button press cues start menu
-allow movement between menu items via up/down
-added timed animation 'in/out' of menu screen via sprite current frame and update

Friday, May 23, 2014

Quality ++

Lots of exciting stuff happening!

Just posted a new version of the Demo to the website: http://theoremgame.weebly.com/
Go there, view media, download and play the game, leave me feedback.


As always, the changelog:
5/23/2014
-media dump for reddit/website

5/22/2014
-working on main menu images

5/21/2014
-working on main menu images

5/20/2014
-fixed major bug with AI targeting party members instead of player
-fixed bug with spike traps not animating
-added additional sounds to main menu
-additional planning of main menu images

5/19/2014
-fixed dropping bomb collection, picking up bomb collection, merging bomb collections
-fixed explosions on bomb - represent bomb explosion radius better
-bombs hit multiple objects, actors before expiring
-fixed bug with input allowing control of hero & ghost friend
-fixed bug with main menu audio carrying over into other screens
-changed loading screen image
-removed intro cinematic all together
-'enemy chase sound' occurs if certain human enemies spot player
-changed barrel break sound
-added collapse sound for doors
-added center explosion sprite for bomb
-changed destruction routines to route into player.attackGameObj - reusing a ton of code
-changed spike trap idle game obj, added strike fx to spike trap
-updated start dungeon with additional wings, more gore overall
-balanced enemy actors HP

5/16/2014
-better packed help/controls sprite
-Harmonia starts the game dead, must be revived
-fixed bug with inventory description and un-equippable items
-added health potions to lootables in editor
-removed HUD hearts from game sheet
-added full heart to lootables in editor
-standard loot rarely spawns full hearts
-added 'consume' action popup to full heart objs
-moved popup message to leader face on HUD
-reworked various popup text throughout game to be first person
-! sprite should become ? sprite if player is colliding with a popup message event
-joystik squats north now
-changed revive magic sprite to harder edged style
-created bomb, manyBomb, armedBomb sprites, packed into game texture sheet
-added bombs to editor, added bombs to inventory description
-added bombs to equip/use, linked up dropping armed bombs to game grid through lootManager
-updated level manger to remove any empty game objs from level obj list during sort routine
-updated HUD to display bomb, bombCollection
-modified routines to add/remove bombs into inventory bomb collections
-wrote number of bombs (in bomb collection) to inventory description screen of bomb item
-only single bombs can be created/picked up/dropped
-bombs blink longer, destroy doors, enemies, player
-bombs spawn randomly from barrels, crates, dead enemies
-added health potions into standard loot spawning
-added additional temp soundFX: pickup item, drop item, drop gold, bomb exploding, bomb drop
-soundFX: ally joins party, dagger stab, punch, pause on/off modified
-soundFX: popup sound, menu up, quit
-revised standard loot spawn rates
-fixed bugs with debug screen
-playtesting on xbox, various bugs documented

5/15/2014
-fixed bug with background music mute/unmute
-added new objective 'Escape the dungeon' popup upon game start
-increased running movement speed
-saving people should use the treasure chest opening sound
-removed blocking popup explaining how to change party members
-removed Harmonia from Forest Dungeon
-joystick in (teabag) is now south squat only
-HUD should display 'X' where Aletheia's shield should be if unequipped
-projectiles pass thru switches, venom pools, traps
-ball lightning destroyed upon contact with game objs, but not actors (still can hit multiple)
-created equipped weapon game objs in player class
-created gameobj definitions for basic weapons (dagger, sword, shield, staff, bow)
-added all weapons to inventory upon start for testing
-added descriptions for all items to inventory screen
-changed gold key description
-tested describing, dropping, picking up weapons
-'equipped' items do not drop from inventory, just copied into equipped slot
-when item is dropped, if equipped item is same, equipped is set to empty (item is dropped & unequipped)
-changed item description to use string builder instead of string
-much less ram is allocated and garbage collected from inventory screen class as a result
-Gnosis does not display his hands on HUD
-updated inventory screen to equip weapons based on weapon type and party leader type
-added error screen popup 'cannot equip weapon to character' - doesn't work
-wrote textureManager.UpdateAletheiaTexture(), which checks currrently equipped weapon
-updated HUD manager to draw sprites relative to hero type and equipped inventory
-dropping weapons removes them from your inventory (and updates the textures as well)
-checked equipping weapons, dealing damage
-equipping an item updates the description text for that item
-added dagger, sword, staff into treasure chest spawn routines
-updated AI to fix bug associated with insta enemy death and no drop of loot
-added additional game objs to editor's lootables list
-harmonia shouldn't run around, for now
-made start dungeon trap hallways easier
-added ability to drag game consumables to game editor
-fixed bug with 'interact' action window not displaying for allies
-fixed bug where dropping equipped item did not reset attack value
-fixed equip text to change depending upon equipped/not equipped
-updated gold's description text

Friday, May 9, 2014

The Demo gets multiple upgrades!

Just posted a new version of the Demo to the website: http://theoremgame.weebly.com/
Go there, view media, download and play the game, leave me feedback.

Here is the latest changelog:


5/9/2014
-changed (balanced) kingsnakes HP & attack
-removed harder characters, house from forest path level
-sounds reworked, volumes aligned
-made intro dungeon more complex, more enemies, added traps
-fixed bug with beating game, end screen
-removed end game cinematic screen, cinematic
-worked on proximity of recruiting for party members
-worked on sorting of newly recruited party members
-moved 'recruited' dialog to popup instead of message screen
-added 'party management tutorial' message screen to 1st party member
-worked on fading out game when game is beaten
-trimed island view segment from main menu video, removed audio for ocean
-moved Py to NPC section of video
-re-timed main menu segments
-altered gamma so that you can see the background/heros better
-cut out segments of intro smoke, made it faster
-added animated 3d text to main menu video
-added glow to spider's eyes
-changed achievements screen to Credits screen
-recorded video of playing through demo from start to finish, added highlites to MM video
-changed music by Magnatite to be better image
-swapped inventory and pause screen controls on keyboard, updated 'controls' image
-added a 'mute music' button to options screen (toggles volume to 0)
-packaged, updated online game demo .rar file, website
-backed up all development files
-uploaded main menu background video to youtube
-added youtube embed to website homepage

5/7/2014
-fixed bug with keyboard input not advancing cinematic screen upon 'A' key press
-fixed bug with vibrating wrong controller upon hit
-added boost speed to party ghost
-added description window sprite for inventory screen
-removed 'inspect' action for dungeon prison door
-fixed gameplay so that locked doors cue nonblocking popup (preferred method)
-made a difference between normal and hard, normal allows respawning/reviving, hard does not
-made ghost sprites look better
-modeled, rendered xbox360 controller, keyboard sprites, added to map sheet
-created/labeled all input for keyboard & controller (controls image)
-added controls image to help screen
-disconnected screen should only display one image, regardless of platform, rendered 360 controller image just for this
-added character sprites to stat window on select leader screen
-added character's name to top of stats screen
-removed X,Y button from paused/map screen
-removed X,Y buttons from map screen

5/6/2014
-updated loading image
-removed trader, archer, gnosis
-added in latest sound dev for graken logo
-fixed input: keyboard 'B' AND 'left shift' does not exit map screen
-changed loading screen, intro cinematic
-aligned press start/start menu
-aligned dungeon, minutes, score text on paused screen
-changed poof to white vector style art
-resolved stupid 'change leader' bug on change leader screen
-completed barebones select leader screen w/ stats window

5/5/2014
-Created new main menu screen, new main menu video background, wrangled w/ input functionality
-added normal/hard option - normal option allows for respawn, hard does not
-Removed spark cinematic placeholder
-Demo ends game when player exits first level
-added new sounds that Z has recorded

5/1/2014 - 5/5/2014
-worked on intro cinematic, main menu background video
-created main menu screen


Lots coming soon, stay tuned! //ThGrk

Monday, April 21, 2014

Changelog and new DEMO!

I've been busy... haven't got much time.
As always get the demo here: http://theoremgame.weebly.com/

4/21/2014
-added full screen map back into pause screen
-forest dungeon floor made lighter
-map updated with surrounding lighter water, subte glows, fake DOF
-added in map character token, aligned map token to location positions
-changed stats to score values (calculated from stats)
-moved level name into stats window, prefaced with 'location:'
-added in red arrow, red arrow bounces over map character
-rerendered hero establishing shot with correct plant materials
-moved magnatite image to end game screen
-changed all sound fx to z's sound fx (use any sound fx you can)
-changed all temp music to magnatite music
-put together new public DEMO (whoohoo!)

4/20/2014
-collected all working cinematic files into one directory inside of project
-reorg'd cinematics folder into current project, archived backups
-revised map image, intro cinematic
-created 'music by magnatite' image for end game screen (using as temp loading screen for now)

4/19/2014
-modified main menu screen's way of collecting videoPlayer's texture (moved from draw to update to combat stuttering)
-fixed bug where spamming start stuck main menu screen
-worked on intro cinematic, revised island/map image (for hours)
-play tested on xbox360, found multiple bugs, fixed multiple bugs

4/18/2014
-a button no longer bounces on message screen
-made menu items like menu items on new game screen, individual with A button selection
-removed ability to select exit, added B button sprite to signify 'press B to exit map'
-TONS of work on map screen
-created objectives screen (overlay screen like are you sure)
-story checkpoint determines objectives displayed
-changed options screen to overlay with semi-transparent black background
-centered options screen UI elements
-made new game screen's exit menu item represented by B button, non-selectable as well
-created routines to handle Demo/Release
-changed music - no more start dungeon music, chasing music
-able to inspect complete prison doors, cues popup of being able to break them down
-added popup 'You hear a villianous laugh in the distance..' to final level
-various level updates
-added prison doors to demo image, rerendered, updated in game
-added additional images to intro cinematic
-cant block on demo levels
-various updates to lootmanager, hud, player input
-tested latest version to xbox

4/17/2014
-added 2nd player 'possess' action window
-added 2nd player nearby check for dead enemies to possess
-poofs, sound fx occur when ghost friend 1 teleports
-updated AIcomponent routines
-completed first iteration of 2nd player possession and input (multiplayer!)
-refactored player input to respect party leader + party, ghost friend + possessed actor
-player shouldn't collide with actors on draw list that are allies (enemy boolean)
-this allows player to walk though possessed actors (they can do the same)
-a TON of various work on input, possession
-set possessed actor's attack pause to 0 upon possession
-more updates to AI
-possessed actors can attack game objs
-enemies target and attack possessed actors as well
-enemies sort allies and only attack closest one
-select leader screen player input shows hp sprite of possessed actor
-fixed bug with possessed actor resetting to idle mid animation
-added killing off possessed actor with B button
-fixed bug with drawing possessed actor's attack rec
-possessing and killing actors cause poof fx
-increased ghosts zOffset
-updated code to allow ghost friend to possess any enemy except some bosses
-created end game cinematic screen
-reduced waiting time from killing piras till this screen cues
-worked on tracking enemy/ally deaths/kills
-changed end game screen 1 to game stats recap
-changed 2nd end game screen to be temp achievements screen

4/16/2014
-added spike trap objs: idleSpikeTrap, spikeTrap
-idle spike trap is empty gameObj, spike trap is spikes sprite with collision
-spikes jump up from land tiles, hit once, then go away
-randomly pops up just like saw, added into party leader's collision check
-added poofs to guardian's mouth when arrow is shot
-fixed bug showing action window when party leader is dead
-relocated guardian statue in spirte sheet for better packing
-added guardian statues 2 & 3, shoot east and west arrows, added to desert dungeon
-added additional desert, ice pillars
-changed level songs
-added in reviving party members - revive materia now obselete
-modified traps in desert dungeon based on playtesting
-modified forest, ice dungeons
-began working on 2nd player possession - 2nd action window working
4/15/2014
-added thug to forest dungeon, ice temple, path1
-updated attack fx for most enemies
-fixed bug with ball lightning creating constant collision poofs
-created kingsnake desert boss, added class def, checked into editor
-added to desert temple
-fixed long standing bug with projectile collisions not tracking perfectly
-created 'swinging axe' trap object
-created 'saw on track' trap object
-created 'temple guardian' statue that randomly shoot arrows from it's mouth, faces NWE
-added traps to Switches and Traps list in editor
-temple guardian shoots arrows from it's mouth (south)
-saw randomly jumps out of idle, upon animation return to idle, deals damage correctly
-cut/removed trap floor tiles & pit of spikes
-swinging axe to swings correctly, deals damage correctly, added to desert dungeon

4/14/2014
-redesigned forest, desert, ice dungeons
-fixed long standing bug with some dungeon doors not aligning properly on Y axis
-created Piras' lair, linked up
-made desert dungeon darker
-added additional magnitite MUSIC for all levels in game
-added allies running around instead of standing still
-changed allies join dialog
-added basic enemies to all levels
-added barrels to all levels
-added house to path1 - this is bombsmith's house
-added trader to every town (forest, theif, desert, ice)
-created, added THUG/heavy actor

4/13/2014
-worked on editing rest of levels
-linked up all story levels according to map
-created dungeon level defs, added to level manager
-added into load level check
-added to editor load levels screen, linked up exit/spawn points
-tested progression between levels
-divided up game obj master list into sub lists
-created sub obj button in editor, linked up buttons to sub obj lists
-fixed next/prev button overflow checks for each obj master list
-fixed obj clone routines to check for all master lists as well
-added sand dune game objs 1-4 (3&4 suck)
-completed bounds for all levels

4/12/2014
-fixed bug with editor not saving fx events correctly
-fixed bug with destroyed bed object
-worked on editing levels: pys' tent, forest town, forest path, theif caves 1, 2, forest temple

4/11/2014
-revised skeleton actor enemy
-gold key is NOT used up after unlocking a door, updated description in inventory screen
-created bones 1-8, ribcages 1-4, skulls 1-4, pile of skulls
-removed winter ladder
-fixed bug with NPCs loading textures from bkg sheet instead of game texture
-modified bush collapse to not create additional game object
-created crate, collapsing crate, collapsed crate, collapsing barrel
-setup animations for collapsing barrels and crates
-added in attacking crate objs
-added 'collapse' check into level manager's 4th update bucket, collapsing barrels and crates
-changed z sort on pile of skulls
-created, added to game pools of blood 1-8
-removed long table, horizontal bed game objs
-moved chairs to house sprite area, updated gameObjs
-created destroyed objs: table, fencees, bed, chair
-added in ability to destroy gameobjs: bed, table, fence objs, chairs
-update inventory screen description of key
-added bouncing A button on message screen back in
-fixed bug with destroyed object's z depth sort
-redesigned kidnapper's dungeon
-created 'light from open door' object to signify exit from dungeon
-moved cactus over above tents making room fore 3x3 shelf system
-created & added: kidnapper's dungeon entrance, forest pyramid, forest pillar, w/ skull, & destroyed pillar
-added ability to hit pillar into destroyed state
-changed 'read' to 'inspect' for all pop up messages
-redesigned forest path 1

4/10/2014
-added squat on command by pressing in left joystick or Q key (for teaBagging/danceParty purposes)
-created additional sprite sheets for main hero (unarmed, dagger, sword, shield)
-removed shelf from dungeon, not a dungeon object
-removed popup discussing changing party leaders
-moved NPCs to game texture sheet
-created prison cell doors, destruction of door, locked prison cell doors
-fixed bug with party leader dealing multiple attacks per single attack input command
-upgraded prison cell doors, own obj
-added prison cell doors, checked that they can be attacked and destroyed
-added intro text explaining how to attack, targeting prison cell bars
-set hit speed to fast for all hit states for all actors
-redesigned kidnapper's dungeon
-changed sprite sheet location of gold key
-removed ice temple locked door, replaced with prison locked door
-removed key boolean check in prep for multiple keys
-removed shadows from broken prison cell doors
-added button to editor to clear all enemies from current level
-removed all enemies in prep for actor IDs
-added IDs to all actors, added ID field to save routines
-game can now spawn specific loot based on actor ID
-gold key is spawned in start dungeon via prison guard ID == 99
-added description of 'magical' gold key to inventory screen
-made gold key generically open all locked doors, vanishes after use
-changed how doors are unlocked (searches inventory for a key upon collision
-changed HP bar sprite to be more apparent, easier to read
-removed unlocked prison door, becomes empty obj upon unlock
-locked prison door & prison cell doors now have collision recs relative to their size
-added story chapter shortcuts for fast testing
-added camera zoom in/out to min/max via holding Left Shoulder button
-added camera auto zoom back to 1.0f upon release of left shoulder button

4/9/2014
-changed all music for game, added cinematic & new game screen music
-changed loading screen
-created spark cinematic screen, temp images for now
-added chapter loading routines for theorem game
-intro cinematic loads chapter 0, hero has no sword/shield
-spark cinematic loads chapter 1, hero has sword/shield
-texture manager loads correct hero texture based on game chapter
-level manager loads correct initial level based on game chapter
-created py's house with 0 spawn index inside house
-created fx event to cue spark cinematic on forest path 1
-loading theorem game collects game data inventory
-exiting theorem game clears game data inventory
-player inventory is saved in game data, preserved between cinematics
-removed harmonia from start dungeon
-fixed bug with saving/loading inventory
-successfully tested chapter0 to chapter1 progress
-linked up Py's house to forest path via exit
-checked spawns/exits between forest path and py's house
-removed background window list from new game screen, changed bkg images
-no sound for selecting menu on new game screen
-no sound for pressing start on main menu screen
-added menu sprite sheet * sprites to new game screen, redesigned new game screen
-fixed bug with cinematic occuring more than once
-added dialog window to start screen
-reorganized new game screen class fields
-latest version passes playthrough test on xbox 360 (no memory issues)

4/8/2014
-completed version of establishing shot that is acceptable

4/7/2014
-made forest dungeon darker overall
-refined intro cinematic

4/3/2014
-rewrote main storyline, polishing, condensing
-added .isDisposed checks to all party member textures in prep for texture swapping
-added SwapTexture(int memberNumber, TextureState textureState) to textureManager
-basic texture swapping working in game
-pruning/reorganizing of tasks to focus on first 5-10 minutes of game

4/2/2014
-created basic forest path level
-added forest path to level editor, load level screen

4/1/2014
-created new story intro cinematic screen, works
-a button no longer bounces on message screen

3/31/2014
-working on new cinematic
-rendered still frames with lots of DOF

3/30/2014
-working on new cinematic
-decided to use still frames instead of animation

3/29/2014
-working on new cinematic

3/28/2014
-working on new cinematic

3/27/2014
-working on new cinematic

3/26/2014
-demo shares same new game background image as chapter 1 does
-removed faux trading with green woman
-verified all destroyed building floors, walls, ceilings existas gameObjs
-added destroyed door into editor
-fixed bug with debris floor tiles not getting randomized correctly
-added creation of destroyed buildings from destroyed floors (polishLevel() in levelManager.cs)
-added destroyed buildings into game, tested
-removed corner ceilings, in sheet and obj defs
-added blood obj to gameDefs, editor
-rewriting of storyline (big big big changes)
-created video and still cinematic screens to service storyline needs
-began working on new cinematic

3/23/2014
-worked on chapter1 storyline, project scope (ch2 sidelined for now)
-battle subgame planned out (planned from 3/21-3/22)
-fixed bug with final boss not cueing end game event
-ghost friend can boost by pressing X
-fixed bug with Tyche's stab not doing damage
-finalized chapter1 level struture/connections
-fixed bug with queen spiders on caves2
-modification to bkgSheet (removed blood, added ocean, made dirt lighter)
-using temp coming soon image for ch2
-remade Forest Temple Entrance (added leaves)
-created chapter1 3d island (lots of work here), rendered image for paused/map screen
-updated inputHelper to pass party friends 2 & 3 input
-added new chapter1 image, level name window, level name to paused map screen
-added party member face to paused map screen
-setup basic alignment system based on level loaded
-created level defs for: the forest, path1, the desert, path2, winterPath1, winterPath2

3/20/2014
-lightning no longer constantly spams 'poof' effect upon collision
-defending with a shield against projectiles should stop damage unless ball lightning
-fixed bug with projectiles bot killing allies (state lock & -1)
-made doors collision recs larger/wider (could drop items outside them)
-refactored dropObj() in lootManager to drop within a 70px radius around leader
-made hit state holds much shorter for all 75x75 actors
--- started on MULTIPLAYER - cause why not? ---
-removed all virtual states from input helper (not needed)
-refactored input helper to operate upon any controller input (1-4)
-added checks to main menu screen to set the 'game leader' based on controller connected and start pressed states
-removed some garbage creating code from image.cs
-screenmanager adds a disconnecected screen if controller becomes disconnected
-coded disconnected screen (fade in image, check for controller connection, fade out)
-tested new input routines, tested disconnecting controller(s) in various program states
-discovered a bug with hot swapping controller on windows7,
-sometimes windows doesn't recognize the controller immediately
-so windows installs drivers, etc.. then recognizes the controller
-then chooses a new player# to assign to the "new" controller
-verified by checking GamePad.GetState(PlayerIndex.____).IsConnected during hotswap testing
-no work around, disconnect screen makes a note of this bug instructing players to restart with controllers connected
-updated disconnect code to gracefully handle controller disconnect lock for windows (enter to continue)
-disconnectedScreen loads different images for xbox, windows
-expanded input helper to include 3 additional friend gamepad states + helper functions to check for pressed/released buttons
-added 'Check Player 2 Join Game Input' to TheoremGame.cs (press start to join)
-added 'Determine Party Friend 1 Input' to InputHelper.cs
-added 'GhostFriend1 UPDATE CHECKS' to player.cs
-added movement routines for ghostFriend1 to player.cs
-added ghostFriend1 teleport with Y button press
-added teleporting ghostFriend1 to leader's position upon level load
-adding 2nd player passes basic tests (pressing start, showing up, teleporting, collisions, movement)
-fixed bug with editor bypassing playerIndex (sets to 1)
-fixed bug with ghost initally not appearing
-fixed bug with ghost not resetting to idle like player
-ghost teleports to leader if too far away or off screen
-basic multiplayer passes initial tests!

Wednesday, March 19, 2014

A month of good development

Lots of work done lately, but I'm waiting to post the latest version due to using some temporary art. Here is the latest changelog...


3/19/2014
-rewrote/aligned storylines for chapter1&2 (whoa!)
-planned out battle subgame (what?!?)
-darkened land tiles
-updated, aligned text of new game screen
-created images for all new game screen
-changed routines to fade between images instead of fading to black first
-changed background images to be images instead of sprites from sheets
-added music to start game screen
-tested on xbox360
-gnosis attack anim speed made faster
-rebalanced chest loot spawning
-chest presentation items rise slowly, spawn more from inside chest
-loot that cannot be picked up from chests now drops around the party leader
-refactored fx manager's update to smoothly move projectiles and chest presentation items
-retuned speed of projectiles, super smooth and deadly now
-made action window show/use radius smaller (80 to 70)
-treasure chest should have OPENING animation
-created opening chest gameObj, leads to empty treasure chest state
-put projectile collision check in every other upate along with movement
-slowed down level's gameObj animation speed & fx manager's animation speed
-added actor.state.PickingUp
-added actor.anim.PickupN, PickupS, PickupE, PickupW
-added animation code for main party
-modified gold objs zoffset to better stack ontop of barrels
-added 'Pick up' to action window
-inventory items collected using squat animation
-refactored player.cs to popup action window when touching items
-refactored input to pickup / set pickup animation during item aquisition
-popup action window with 'pickup' text when touching an item that can be picked up
-modified sorting of ALL actors death state
-spider queen only spawns worker spider upon death
-coded: each actor owns their own HP sprite, HP sprite is drawn with actor, underneath
-HP is updated in the attackActor() routines in player.cs and aiComponent.cs
-added sleeping dogs style hp quad on the ground for all actors
-added actors slowly fading out their HPsprite in update
-slow animation speed should be 110 for all actors, all hit states should be slowAnim speed
-removed hearts from HUD, no longer used
-changed search/attack radius for all party members
-holding right trigger should make all party members HP sprites 1.0f
-attack pauses longer for all actors
-HUD not hidden when the ghost is selected, shows disabled X for all actions and skills
-fixed bug with ai snapping actors to idle south



3/18/2014
-added temporary paused screen image to project
-remove outro animation & sprite for action window - should just instantly dissappear
-changed action window to be more like dark gold dialog window, revised animation in
-changed action window text to be white
-changed popup screen to be black window with white text
-revised HIT fx, DEF fx, poof fx, healing fx, materia look
-added swipe fx to arrow projectiles
-added swipe/attack fx to all 75x75 enemies
-added swipe/attack fx to all actors 140x140
-message screen uses the dialog window instead of black background texture
-make black dialog bkg windows fit into message screen space
-all in game screens now hide action window once screen is created
-created map sheet (2k sheet for map + vignette + ???)
-added map sheet to textureManager, loaded into game, estimated textures in ram @ 181.5mb
-added map sheet to paused screen
-rewrote pause screen to handle input correctly
-refined map screen (lots of work here)
-completed refactoring of debug/options screen, works well with start screen
-created empty help screen, based on debug screen
-fixed collision recs for snake, roach, spider, beetle, flea
-fixed main menu screen music to play sooner, much sooner
-main menu screen music fades out after pressing start
-cut preVis cinematic from the main menu intro
-built new game screen (whew!)


3/17/2014
Main Hero (Aletheia) upgrades...
-updated running animation to be smoother
-updated defense walking animation to be smoother
-updated rendering script, render
-added swipe fx to all attacks
-added red blood to dead sprite
-all actors now have cast magic, cast stationary, and
-all actors do not have to implement these animation states, just party members
-added magic pause to base actor definition (not all actors will use it)
-added cast magic NSEW
-added cast magic stationary
-added squat North, South (did not add pickup or squat routines)
-made sword swipe a static semi circle
-added a glow to cast magic directional
-added a glow to cast magic stationary
-slowed down fireball, arrow movement
-removed popup screen from trade screen - didn't stack in screen manager correctly, input messed up
Tyche upgrades...
-Tyche can 'knife' with the B button as skill
-stab is implemented as attack2 for tyche
-added cast magic NSEW
-added cast magic stationary
-added squat North, South
-updated rendering script, rendered, packed
-added swipe fx to shooting, stabbing
-added red blood to dead sprite
-added knife to HUD when in Tyche state
-updated shield HUD sprite position
-added party member standing sprites to gameTex (no reason right now, just looks cool)
Harmonia upgrades...
-added cast magic NSEW
-added cast magic stationary
-added squat North, South to sprite sheet
-updated running animation to be smoother
-updated attack animation to actually use staff
-made sure all animations respect the staff!
-updated rendering script, render
-added swipe fx to all attacks
-added red blood to dead sprite
Gnosis upgrades...
-added cast magic NSEW
-added cast magic stationary
-added squat North, South to sprite sheet
-updated running animation to be smoother
-updated rendering script, render
-added tons of swipe fx to ALL attacks
-added red blood to dead sprite
-created prototype GROUND HP bar



3/16/2014
-added better NPC dialog
-dungeon switches must now be activated with A action
-action window pops up around dungeon switches
-'talk' and 'trade' action windows pop up depending upon gameObj.NPC.state
-proto trade screen pops up correctly
-trade screen ends/hides action window underneath it
-set ID values for all consumable/tradable gameObjs in update()
-created, added trade screen, trading routines
-scattered traders throughout dungeons
-TESTING, notes over gameplay, bugs
-made revive's radius 80px, just like action window size
-keep inventory item - do not clear it out, allows spam purchasing
-fixed bug with soundFX occuring nduring tradeScreen
-upon purchase, make item & window & gold sprite & total gold sprite & totalText scale up
-level manager now sorts gameObjDrawList in level's ceiling bucket update (ceiling bucket was light)
-fixed issues with gameObjs transitioning state but not sorting correctly
-fixed bug with sorcerers death
-removed potion from barrel spawns
-removed empty hearts, potions from treasure chests
-removed materia trade from trader (for now)
-inventory screen hides action window too
-fixed bug with colliding with dungeon switches
-removed loot and cine events from editor input & input (cyclomaticComplexity--)
-added fxEvent check creation to editor input
-fixed bug with gold key appearing when party ghost has control
-changing levels brings dead party members with you
-created popup messages for all signposts throughout game
-allies do not attack or pursue ghosts
-fixed bugs with editor displaying events not being colored correctly during create/debug
-tested editor in most ways, passes tests
-aiComponent varies gnosis' attack between 1-4



3/15/2014 -rerendered roach as 75x75 px actor
-removed small spider, too small at 35x35 px
-coded roach enemy animation, tuning of roach enemy
-roaches move slowly, 2 hp, reduced visibility, long attack pause, slow animation
-added roaches to start dungeon
-remade start dungeon, add more initial treasure chests
-slow down bat movement a little bit
-make bat attack pause VERY LONG
-reduced bat visibility
-removed initial testing inventory
-less swordsmens, archers in ice temple
-fixed bug with caves2 level
-swordsmen, archers should have MUCH more HP
-flea actor should have more HP
-troll actor casts ball lightning for attack
-reduced troll visibility, attacks from a distance now
-skeletons have slightly longer rebirth time
-reduced snake visibilty, HP, attack, animation speed
-added 'ghostReviveTime' to player.cs
-party ghost 'revive' action window respects ghostReviveTime - does not show if cooldown is refilling
-made snake sprite thicker
-added 'hide ceilings' button to editor
-added hideCeilings boolean to levelManger (controls ceiling tile draw)
-redesigned caves1 theives hideout more, bats now ambush in their own area
-added red hit states to all 75x75 actors, bloodied death states
-updated hit & death states with red sprite
-coded sorcerer, added to editor
-reordered editor's actor masterlist
-tons of eddits and updates to all game levels
-added sorcerers to ice temple
-removed lowest gold obj
-rewrote gold objs to use 70x70 NEW sprites
-rewrote lootManager to spawn gold gameObjs
-when player colides with gold obj, gold is added to goldStash if it exists via gameObj.ID
-if goldStash does not exist, goldStash is created if player has empty inventory slot
-inventory should display info about gold stash via ID (inventoryScreen.cs)
-dropping a game obj should also pass along the ID (lootManager.cs)
-inventory screen objList picks up actor inventoryList.ID
-fixed bug with dropping inventory upon death
-added checkObjDrawListCollision() to levelmanager.cs, returns true/false for collisions with obj draw list
-lootManager.dropObj SAFELY drops loot
-try to drop the loot to the south (check for collisions with gameObjs)
-if collision, try west, try north, try east,
-else, drop at actor location (works for dead actors, live actors will pick up loot upon exiting inventory screen)
-fix all code that calls dropObj (should send correct location parameters, not offset to south)
-drop from B button useage (inventoryScreen.cs)
-drop inventory (aiComponent.cs)
-added diagonal drop areas to lootManager.dropObj
-Created generic trader NPC gameObj (dark brown hooded figure) for testing
-add as gameObj
-fixed bug with allies killing enemies and not spawning loot
-fixed bug deaths to not spawn loot (how many bugs carry gold?)


3/14/2014
-created beetle, snake, bat, roach enemies (modeling, texturing, rigging, animating, rendering scripts, rendering)
-modified flea actor colors
-modified sorcerer to have red sash
-redesigned ALL game levels (whew!)
-coded, added to levels: beetle, troll, snake, bat
-fixed bug with actors stuck attacking north
-tuning, balancing of ALL enemies, bosses


3/13/2014
-spirit world added then removed
-achievements planned then benched (for now)
-new cinematic additions planned, then benched as well


3/12/2014
-created troll actor, modeled, rigged, textured, animated, setup rendering script, rendered/packed to texture


3/11/2014 -spiders added back into collision checks after madness and slowdown on xbox360
-aligned storyline, levels, and several game ideas
-created new levels, added new levels to level manager loadLevel, editor load level screen
-previewed 'hell' level, needs work but is awesome


3/10/2014
-refactored fxManager.cs, aiComponent.cs, and player.cs
-does not handle individual enemy.type deaths (duplicate code x3)
-ghosts cannot be attacked (player.cs, aiComponent.cs, fxManager.cs)
-refactored all actors to process loot/counters/etc.. fx in hit to death state transition
-refactored queen's animation routines
-removed Actor.AnimState.Walking
-fixed bug with spider queen hit state, spawning baby spiders
-queen drops rare loot now upon death
-modified worker spider's colors, animations, and main body size
-created spider queen death animation
-created baby spider actor (first 35x35 actor)
-created spider egg, venom pool sprites
-venom pools do constant damage until actor is at 1 hp (doesn't kill them)
-coded egg obj, upon destruction becomes a venom pool, spawns worker spider
-spiders are no longer collision checked against other enemies
-game upgraded with spider eggs, venom pools
-put ghost revive on a timer, takes a moment for 'revive' to become available
-fixed bug with ghost not giving up control when party member is alive
-various bug fixes relating to bug enemies
-party members now drop inventory from their hit to death state transition check
-drop inventory checks removed from player.cs and aicomponent.cs



3/09/2014
-added ghost enemy
-ghosts do not drop loot
-fixed bug with archers not cueing arrow sound
-created spider, flea class, queen spider
-fixed various AI movement routine bugs related to 'pass by value'
-added RED color to first frame of enemy HIT state in sprite sheets
-revised RED hit fx sprite
-each time queen is hit, a baby spider is spawned under her
-added additional BLOOD to death frames of enemies
-added pool of blood game obj
-readded enemies to all levels, revised all levels
-added party ghost to player.cs
-when all party members die, the player takes over party ghost, an actor that cannot die
-cannot attack/loot/cue events or actions
-ghost cannot pick up inventory items
-HUD fades in/out for ghost mode
-ghost casts revive by pressing A
-ghost auto gives up control if a party member is alive, dissappears
-revive action window shows up if ghost is nearby dead party member
-only skeletons come back to life
-spiders have more HP
-fleas have more HP
-queen spiders have more HP
-skeletons have more HP
-tested playthrough - fun++
-fixed bug with spider queen spawning spider babies incorrectly
-added GOLD gameObjs 1-4 to game


3/06/2014
-created flea, worker spider, ghost actors (modeled, textured, rigged, animated, setup packing script, rendered)
-added 'else' reset to actor.update() check (resets state to idle if state not recognized)
-rewrote/refactored actor classes for archer, theif, swordsman, piras
-added NEW ENEMY: skeleton
-skeleton comes back to life after a while
-does not spawn any loot


3/04/2014
-removed diagonal movement sprites / routines for ALL enemies
-created QUEEN SPIDER boss, modeled, textured, rigged, animated, setup packing script, rendered, added to actors textures
-created QUEEN WORM boss, modeled, textured, rigged, animated, setup packing script, rendered, added to actors textures


3/03/2014
-repacked ALL enemies sheets, reduced attack & movement animations to 6 frames
-created skeleton enemy, added rendering script, rendered to sheet, packed into actors textures


3/02/2014
-reordered AI preference to target player before allies
-refactored AI, condensing projectile and melee attack code
-projectile enemies shoot from further away
-increased thief attack speed, decreased maxHP, decreased striking range, decreased search range
-decreased final boss maxHP, increased movement & attack speed
-diagonal attacks redirect to NSEW attacks instead of being ignored
-enemies can now be juggled (able to be hit while in hit state)
-all projectiles move slightly faster
-Created revive materia
-obj/sprite def (gameObj.cs)
-description (inventory screen.cs)
-equipping (inventory screen.cs)
-check cooldown (player.input)
-added revive materia to HUD (HUDmanager.cs)
-linked up revive materia in player input cast magic NSEW
-added processMagicEvent() to fxManager
-added revive based on 500px distance check from caster's position
-fixed bug where projectiles would keep enemy alive at 0 hp
-rounded party leaders position to nearest int, then cast back to float to hopefully combat camera stepping
-set maximum position for camera at 1,000,000 x 2
-sped up harmonias attack
-made fireball recharge faster
-HUD displays materia instead of magic fx sprite
-created Ball Lightning Materia
-obj/sprite def (gameObj.cs)
-description (inventory screen.cs)
-equipping (inventory screen.cs)
-check cooldown (player.input)
-add sprite to HUDmanager (#region Set Y button HUD item based on player.leaderEquippedObj.currentState)
-cast magic NSEW (player.input)
-created ball lightning gameObj
-added additional projectileType to fxMan.shootProjectile()
-added projectile check to fxMan.checkProjectileCollision()
-added to fxMan.update() - push & recycle
-added randomness to bLightning movement
-added explosion to end of ball lightning lifespan, should
-added 'explode' eventType to fxMan.processMagicEvent()
-refined bLightning's speed, lifespan
-fixed bug with loop counters in fxMan.processMagicEvent()
-fixed bug where HUD didn't update when item was used or equipped
-added alpha release error handling for unknown execptions
-added revive and ball lightning materias into loot manager
-added even more randomness to bLightning movement
-fixed bug with party members joining
-added 'recruit' text to action window for adding party members
-changed various kinds of text throughout the game
-NPCs should be game objs, not actors
-add obj defs for townMan1/2, woman1/2, mother, pythagoras
-talking with actors should become gameObjs in player.cs (input)
-action window should popup vs. NPC gameObjs
-removed all NPC actors from all levels, save levels
-removed dialog list from actor defs
-removed dialog list from editor game, editor save level
-removed NPCs from actors master list, actor creation routines in editor
-add NPCs to gameobj master list
-fix allies showing up duplicated when recruited
-recreated start dungeon, forest town
-fixed bug dragging NPC gameObjs
-fixed bug displaying NPCs in editor
-Added townwoman3, other NPC gameObjs
-add def (gameObj.cs )
-add to interact (player.cs)
-add to gameObj masterList (editor.cs)
-made NPC interact check general to type instead of specific state
-re-animated, added casting magic animations to Tyche & Arher
-copied Tyche's animations to Archer, re-scripted & rendered sprite sheets
-reduced Archer hit animation to 3 frames NSEW, reduced max animation to 6 frames total


2/28/2014
-changed how loot is spawned in lootManager to use new fireball materia
-dropInventory() also drops equipped materia if actor is a partyMember
-AIcomponent.attackActor() clears party leader materia in prep of dropping inventory
-removed fence gates open and closed from editor
-removed creating diagonal projectiles in player input
-removed diagonal attacking algorithms in AI component
-removed diagonal attacking states in actor.cs
-removed diagonal projectile/attack states in ALL actor classes
-removed updating, creating diag projectiles in fx manager -removed game obj projectile DIAG defs
-sped up how quickly fireballs dissappear after being shot, different from arrows
-removed diagonal projectiles from sprite sheet
-set aside space across actor sheets for white dog companion
-fixed bug with equipped materia not dropping/corrupting state upon party leader death
-fixed additional bug with dropping objs not sorting correctly
-dropped objs now vary position when inventory is dropped upon actor death


2/27/2014
-cleverly fixed another equipped materia bug related to using materia from the inventory screen
-setup persistent error catching on windows version of game
-added enemy boolean to game object
-checking for collisions with projectiles in fxManager
-projectile collisions against actors and pMembers are checked by projectile.enemy Boolean
-fxMan.shootProjectile() accepts enemy boolean
-updated all actor classes that shoot projectiles to pass enemy booleans


2/26/2014
-fx manager projectiles exclude impacts with gameObj of type.consumable
-AIcomponent collision checks exclude gameObj of type.consumable
-added fire materia def (gameObj.cs)
-cleaned up HUD manager creating alot of garbage points in it's draw call
-refactored HUD manager in prep for magic handling
-fixed bug that reset HUD back to sword icon after attack despite party leader actor type
-cleaned up constructor of player.cs class to reduce garbage creation on xbox 360
-magic cooldowns recharge in player.cs update, only recharge if actor is non null, only charge up to 100,000
-party leader recharge is set in player.update
-player input only checks against party leader recharge rate
-setup intial recharge rate of 100 animation updates for fire materia
-in HUD manager's update,
-check to see if player.leaderMagicRecharge is filled up
-if so, display magic effect (fireball) sprite in Y slot (based on player.leaderEquippedObj.state)
-else, display recharging sprite based on filled amount (empty, -added code to player input to check for cooldown ready, set caster animation, cast spell via fxManager NSEW
-fixed bug with leaders currently equipped materia not changing
-fixed bug with inventory not emptying when materia is equipped
-fixed bug with equipping and swapping magic stones/materia


2/25/2014
-working on intro cinematic: animating, lighting, rendering
-rerendered loading, won, quit screens
-changed msg screen background to white, text to black
-added new intro video to game
-added revised intro logo to game
-changed orange loading text to be black text on a white dialog bubble with drop shadow
-removed saturated glow from end screen images (win&quit)
-move "strange door" hit event further south to ensure collision exiting hallway
-fixed audio playing after main menu has been cued to start, will need a fade transition instead of abrupt end


2/24/2014
-working on intro cinematic: animating, lighting, rendering


2/23/2014
-working on intro cinematic: animating, lighting, rendering


2/22/2014
-removed intro text, added start dungeon, introduction to game, popups
-one time popups overrule player input, message popup blocks game update/input
-created, added, linked up start dungeon, intro cinematic now aligns with starting level
-simplified town level, less houses, more secrets, actors indoors, actor dialog
-added start dungeon to load level screen in editor
-linked forest town temple directly to forest temple
-removed section of caves1
-exiting from forest temple links back to forest town
-exit to/from start dungeon works
-fixed bug with editor load level routines not resetting spawnIndex to 0
-added people to forest temple, chairs, tables, pew like setup, redesigned forest temple
-planned out, started previs on intro cinematic


2/21/2014
-rendered gold items, variations of weapons, bomb, potions, scrolls, book, materia elements
-removed harmonia defend code
-removed harmonia defend sprites
-made presentation game obj, takes on the sprite of the gameObj loot presented to player from treasure chest
-now generating random loot from the loot library upon barrel or chest action
-barrels drop loot 100% of the time now
-removed player collision check with the fxManager.gameObjFx list
-fixed bug where diagonal projectiles would not hurt party members or other actors
-fixed minor bug with loot spawning
-added health potion (gameObj.cs)
-health potions can be picked up (player.cs), spawned (fxManager.cs)
-health potions can be used, have description (inventory screen.cs)
-fixed routines to pick up full hearts differently then regular inventory gameObjs
-all loot is now permanent to the level gamebj list
-upon death, party members drop their inventory
-created lootManager from fxManager, code refactoring
-destroyed barrels have negative sort (always underfoot)
-major planning of magic and materia system, implementation
-removed actor.inventory list



Whew!

Thursday, February 20, 2014

ChangeLog update

Here is more raw 'done' data to gawk at:

2/20/2014
-took screenshots of new levels, prepped images for posting to website & devblog
-added barrel break, dungeon switch, arrow shot sounds
-changed chicken sound to be silent wave
-changed all sounds used in game to be wavs (no mp3s)
-turned down music, adjusted sound fx levels
-centered restart text
-installed and tested msi afterburner for full frame 50fps HD video screen capture (works great, better than camtasia)
-updated website, dev blog


2/19/2014
-fixed long standing bug with hud manager counting hearts and player HP WRONG
-fixed longstanding bug with inventory not using/dropping 4 inventory item
-Remade intro text as a static one time message screen when Game first runs (this is no longer a popup event)
-fixed bug where bushes were created instead of empty hearts when player was at max health
-fixed harmonia's attack recs to only be one frame
-added 1 hp to all actors initial health, making a total of 3 starting hearts
-reworked animation on action window, custom in/out sprites
-removed dialog pointer sprite from sheet
-added fxManager.playerDroppedObj(GameObject droppedObj), which adds a gameObj to theLevel.gameObjList
-added to player.cs check for collisions with empty hearts (pick up items from theLevel.gameObjList)
-added code to inventoryScreen so that we are using the fxMan.dropObj method instead of fxMan.spawnLoot method
-added code to fxMan.dropObj to create new gameObj for addition to gameObjList (due to the theListObj being an instance of an inventoryObj)
-gameObjs dropped by the player are now persistent and stay until picked back up
-updated player.cs picking up gameObjs, no checks for individual items, generic gameObj handling
-hearts and empty hearts no longer animated, just single frame sprites, saves much room
-planning of magic system/types/menu implementation/carrying/equipping complete
-planning of balancing, random loot, loot types/rarity complete
-planning of equipment, equipping/carrying equipment as inventory complete
-initial planning of gold currency
-massive art planning of mini bosses, overhaul of enemy sprite sheet planned as well
-changed support screen art to mini boss concept art
-changed loading screen to generic spaceview


2/18/2014
-removed fx events, loot events from editor
-updated editor to handle resizing of all event rectangles
-added bouncing A button to MessageScreen, changed all button styles
-dropped message regarding locked doors, only sound plays now
-implemented optimization in player class (only checks actor collisions from level.drawList instead of entire level.actorList)
-created action window class
-action window class should have an instance that lives in player class
-sent actor dialog to messageScreen instead of dialog window
-created collision and proximity checks to cue action window for actors and exit events
-exit events are now an action item - player chooses to exit the level by pressing A
-popup events are now an action item too - player 'reads' by pressing A
-removed message manager class from game - superseded by action window class
-fixed party Members popping up floating dialog sprites (should be message screen)
-all game messages now routed to messageScreen
-added A button sprite to action window class
-created string to display various text on interaction (interact, read, exit)
-(kinda) fixed rendering bug where float position would render text strangely (rounded float whole number)
-re-redesigned AXBY buttons
-When touching a treasure chest, game now displays 'Loot' action window
-implemented code for "press A to open treasure chest"
-updated locked doors to display 'Locked' as action item window text
-updated check collision.rectangle against TheGame.levelManager.gameObjDrawList instead of theLevel.gameObjList
-updated A action in player.cs to check against lvlManager.drawLists instead of theLevel.completeLists
-updated A action to compare drawList switches to completeList switch doors (for opening switch doors)
-readded collision rec checks for invisible wall boundaries for some doors/exits (otherwise you walk into black infinity)
-remade dungeon exit collision rec to be centered to ground entrance
-fixed a bug with treasure chests that wouldn't popup action window (had to do with how action window is closed & boolean)
-Treasure chests are no longer animated (in prep for multiple treasure chest sprites)


2/15/2014
-created message screen class (lower thirds black bar with text)
-added line wrapping, centering method for text, fade between text, to msgScrn
-removed loot events and fx events (these are handled differently now)


2/14/2014
-Gold key given out deep in the ice temple, behind switch #2, from a chest
-Gold key unlocks Ice Temple Door
-removed all animated townfolks sprite data, repacked townsheet people into bkg sheet
-removed townsheet from texture manager, game (game now at est. 224mb ram)
-simplified all town actors to basic NPC (facing south) definition
-centered the adventurer's tale text on the end screen
-made cave floor more brown in color (closer to big rock color)
-Fixed defense check, can only defend against one direction
-updated AIcomponent & Player's attackActor() methods to check defense states
-refactored fxmanager's update to use checkProjectileCollision()
-projectiles are collision checked upon creation (resolves bug with new projectiles not hitting)


2/13/2014
-completed end game screen, added 'you won' image
-added kickstarter image after won/quit image, code to handle transitions/fade sequentially
-reworked main menu screen & intro video, recompressed at lower bitrate for xbox360 playback
-changed loading screen imagery to more cosmic visuals
-created WON background image, reworked QUIT image
-reworked the end game screen to present a 'tale' about the player
-removed soul enemy
-added gnosis, tyche
-removed soul actor definition
-removed soul actor sprite sheet
-added enemies to dungeons, caves
-added treasure chests to dungeons, towns, caves
-only swordsmen defend now, theives/rogues do not attack
-the demo is very difficult to beat, and there are no mini bosses yet


2/12/2014
-created original vectors of Standing Fire, and Fireballs
-created version 1 end game you quit image, added to end game screen