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CHANGELOG.md

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Changelog

0.19.0 (2020-04-24)

Added

  • Support for GL renderer backend. (#219)
  • Initial support for Web Assembly (WASM). (#219)
  • Initial support for network play in WASM. (#209)

Changed

0.18.0 (2020-03-13)

Added

  • Support to join session based network games. (#198)
  • Rudimentary session joining UI. (#200)
  • Session server generates session codes for session hosters. (#201)
  • Rudimentary session hosting UI. (#202)
  • Rudimentary session lobby UI. (#204)
  • Send network input between session devices. (#199)
  • Will application is able to host / join new sessions without being restarted. (#206)
  • Application startup parameters are read from will.toml. (#207)

Changed

  • Assets are sorted based on their asset slug. (#205)
  • Menu items are navigated with both up/left and down/right controller input. (#207)

Fixed

  • Relative paths to textures now load on Windows. (#205)

0.17.0 (2020-01-31)

Added

  • Character selection UI displays a grid of available characters. (#190)
  • Map selection UI displays a grid of available characters. (#176)
  • Control buttons are displayed on UIs. (#191)

0.16.0 (2019-12-20)

Added

  • Support tint and scale in SpriteFrames. (#185)
  • UI for control settings displays input configuration buttons. (#178)
  • Use AssetWorld to store item components. (#186)
  • Multiple entities spawned per asset via ItemId. (#186)
  • Support for sending events via input_reactions. (#180)
  • Support for reacting to device button input in addition to control input. (#180)
  • Character selection UI defined through configuration. (#177)
  • Character selection UI displays highlighted character. (#177)

Changed

  • Breaking: transitions renamed to input_reactions. (#180)
  • Breaking: requirements renamed to requirement. (#180)

Removed

  • ObjectEntityAugmenter replaced by by ItemComponent::augment. (#186)

Fixed

  • Delete entities that are spawned out of bounds. (#184)

0.15.0 (2019-11-08)

Added

  • Tests for asset part loading systems. (#172)
  • Each state may specify background images. (#175)
  • Game mode selection menu items may be rendered with sprites. (#175)
  • Controller configuration takes in player names. (#179)
  • Display player name that won when game ends. (#179)

Changed

  • Moved all module tests into workspace_tests crate. (#171)
  • Don't build unnecessary doctest binaries. (#174)
  • Default Wait value for all sequences is now 2 ticks (previously 0). (#175)
  • Map layers now need to be given names. (#175)
  • GamePlayBundle systems are moved to the main dispatcher. (#175)
  • Added delay after game ends before reading input for returning to menu. (#179)

0.14.0 (2019-09-27)

Added

  • Support arbitrary sequence names. (#155)
  • Support acceleration in configuration. (#125, #160)
  • Use events to detect and reposition MapBounded entities. (#142)
  • Delete out of bounds entities. (#142)
  • During game play, camera is readjusted when window is resized. (#161)
  • Camera moves to focus on tracked entities. (#162)
  • Camera is offset to direction tracked entities are facing. (#162)
  • Support playing sound from object configuration. (#163)
  • Hit interactions inflict Acceleration on hit objects. (#165)
  • Support spawning any object type, on any object sequence. (#158)

Changed

  • Breaking: Configuration files now use YAML instead of TOML. (#154)
  • Breaking: Position and velocity configuration use named axes. (#165)
  • Rewrote asset loading and internal asset representation. (#167)

Fixed

  • Switching map selection actually switches the map. (#166)
  • Going back from map selection does not return to main menu. (#166)

0.13.0 (2019-08-16)

Added

  • Default control input transitions for each sequence. (#115)
  • Default control input transitions for characters. (#115)
  • fallback control transitions. (#149)
  • input_dir_x control transition requirement. (#149)
  • input_dir_z control transition requirement. (#149)
  • charge_limit specifies the max charge points a character may store. (#148)
  • charge_delay specifies the delay between charge increments while holding Attack. (#148)
  • charge_use_mode specifies the method to subtract charge points. (#148)
  • charge_retention_mode specifies how charge points are retained or reset. (#148)

Changed

  • Sequence component updates are done in parallel. (#147)
  • Control input axis events are done on input events instead of state delta detection. (#113)

Fixed

  • spawn_play flakey test segmentation fault. (#145)

0.12.0 (2019-07-05)

Added

  • Load energy assets. (#126)
  • Spawn energy assets when a frame begins. (#126)
  • Independent Teams. (#140)
  • Sequence next value can be one of "none", "repeat", "delete", or a sequence ID. (#140)

Changed

  • Render using Vulkan. (#131, #136)
  • Split FrameComponentUpdateSystem so individual updates can run in parallel. (#111)
  • FrameFreezeClocks now tick when a sequence is ended. (#140)

Fixed

  • Game mode selection UI events no longer enter an event channel loop. (#134)
  • Removed dependency cycles in crates. (#135)
  • Missing system dependency for CharacterControlTransitions. (#139)

0.11.0 (2019-05-24)

Added

  • Objects have a 3 tick delay upon Hit interactions. (#103)
  • hit_limit determines the number of objects that the hitter can hit. (#103)
  • repeat_delay specifies number of ticks that must pass before an object can be hit by the same hitter. (#103)
  • Control input transitions can be specified per frame. (#96)
  • Added --frame_rate argument to control application frame rate. (#117)
  • Added stand_attack_1 sequence. (#117)
  • Added jump_attack sequence. (#117)
  • Added dash_attack sequence. (#117)
  • Added dazed sequence. (#118)
  • StunPoints status attribute on Characters. (#118)
  • Characters switch to different sequences depending on their accumulated StunPoints. (#118)
  • Players can now return to game mode selection from the character selection UI. (#110)
  • Players can now return to character mode selection from the map selection UI. (#120)
  • Play a sound when a character hits another. (#124)
  • Play sounds in game mode selection UI. (#127)
  • Play sounds in character selection UI. (#127)
  • Play sounds in map selection UI. (#127)

Changed

  • Attack and Jump no longer have hardcoded hold transitions. (#96)
  • Breaking: hp_damage is specified as part of hit interaction kind. (#103)
  • Breaking: sp_damage is specified as part of hit interaction kind. (#103)
  • Breaking: physical interaction kind is renamed to hit. (#103)
  • Breaking: Interaction kind determines fields applicable to the interaction. (#103)
  • Breaking: stand_attack is renamed to stand_attack_0. (#117)
  • Default hit_repeat delay is increased from 3 ticks to to 10 ticks. (#117)
  • Improved clarity of character selection UI. (#110)
  • Improved clarity of map selection UI. (#120)
  • Use control input for game mode selection UI. (#122)
  • jump and dash sequence velocities and gravity have been approximately halved. (#128)
  • Freeze character position when FrameFreezeClock is ongoing. (#128)

Fixed

  • Walk sequence stays on first frame when an action button is held. (#114)
  • Character sprites now correctly render at their entity position. (#129)

0.10.0 (2019-03-29)

Added

  • Added dodge sequence. (#102)
  • Added dash_forward and dash_back sequences. (#102)
  • Added basic health bars to characters. (#104)
  • #[numeric_newtype] proc macro attribute to derive numeric traits. (#98)
  • stdio_command state_barrier <state_id> blocks stdin until the given state is running. (#105)

Changed

  • Use logic clock based system to update object components each tick. (#92)
  • Use logic clock based system to update map components each tick. (#99)
  • Breaking: In objects and maps, sprites are now specified using sprite = { sheet = 0, index = 0 }. (#92)
  • Stdin command input now needs a comment line to indicate "no input this frame". (#105)

Fixed

  • Map layers are now positioned correctly. (#99)
  • Game does not go past loading when asset loading has error. (#101)

Removed

  • No longer use amethyst_animation to update object and map components. (#92, #99)

0.9.0 (2019-02-15)

Added

  • Control input via stdin. (#93)
  • First cut of hot reloading. (#94)

Changed

  • Characters and objects are now instantiated using prefabs. (#56)
  • KeyboardEscapeIntercept is now tested properly without simulating input. (#15)
  • Load game objects and maps asynchronously. (#94)

0.8.0 (2019-01-04)

Changed

  • Object animations are updated in a dedicated system. (#81)
  • Components are now more granular. (#83)
  • Components are augmented onto existing entities instead of added when built. (#56)

0.7.0 (2018-11-23)

Added

  • Naive collision detection and effects. (#69)
  • Flinch and foward falling sequences. (#70)
  • Game win condition when there is one player remaining. (#71)
  • Mirrored collision detection. (#82)

0.6.0 (2018-10-12)

Added

  • Map selection UI that allows users to select maps. (#66)
  • Character selection controllable via stdin. (#67)
  • Map selection controllable via stdin. (#67)
  • Game mode selection controllable via stdin. (#67)
  • Configuration types for hit (interactions) and hurt (body) boxes. (#68)

Changed

  • Use AssetSlug (namespace/name) to reference assets. (#57)
  • Updated Amethyst to make use of sprite batching and custom events. (#63)

Fixed

  • Allow maps without layers. (#72)

0.5.0 (2018-08-31)

Added

  • Implemented maps with bounds and layers. (#47, #48)
  • Updated sprites configuration to take in u32 instead of f32 for sprite dimensions. (#47)
  • Prevent characters from moving outside map margins. (#48)
  • Use typename to derive System names. (#52)
  • Implemented rudimentary character selection menu. (#51)

Changed

  • Sprite offsets are optional when declaring sprite sheets. (#47)
  • Sprites are rendered using a dedicated sprite pass. (#55)
  • stop_run sequence has been renamed to run_stop. (#49)
  • Use state specific dispatcher for GamePlayState. (#50)

Fixed

  • Map layers with different sprite dimensions are now rendered with the right layout data. (#55)
  • Characters switch to the jump_descend sequence when airborne during walk, run, and run_stop. (#49)

0.4.0 (2018-07-20)

Added

  • Implemented jump.
  • Implemented double tap to run.
  • Mirror sprites when entity is facing left.
  • Created test harness to make it easier to test logic.

0.3.0 (2018-06-08)

Added

  • Read controller configuration.
  • Update character sequence based on input.

0.2.0 (2018-04-26)

Added

  • Loads object sprites and animations.
  • Creates an entity per object.

0.1.0 (2018-03-24)

Added

  • Loads fonts and displays a simple menu.
  • Published on itch.io