v0.9.3: edited some existing dev commentary

This commit is contained in:
Evan Debenham 2021-04-03 22:46:59 -04:00
parent c43c1e7b93
commit 5058f068a5
5 changed files with 20 additions and 20 deletions

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@ -94,11 +94,11 @@ public class v0_1_X_Changes {
"_-_ 69 days after Pixel Dungeon v1.7.1\n" +
"_-_ 9 days after v1.7.1 source release\n" +
"\n" +
"v0.1.0 and v0.1.1 were extremely early Shattered updates that were only distributed via the Pixel Dungeon Subreddit. At this early stage of development Shattered was basically the same game as Pixel Dungeon v1.7.1.\n" +
"v0.1.0 and v0.1.1 were extremely early Shattered updates that were only distributed via the Pixel Dungeon Subreddit. At this stage of development Shattered was basically the same game as Pixel Dungeon v1.7.1.\n" +
"\n" +
"I started playing Pixel Dungeon in mid 2013. I loved the game but was frustrated with the balance of some items. When Pixel Dungeon went open source I decided to make Shattered as a balance modification. I called it Shattered as 'Shattered Pixel' was an old trade name I had, and the mod was going to 'shatter' Pixel Dungeon's balance.\n" +
"\n" +
"At this stage I didn't have any plans to add new content, I thought I was just going to spend a couple months rebalancing the game and that was it!"));
"At the time I didn't have any plans to add new content, I thought I was just going to spend a couple months rebalancing the game and that was it!"));
changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.SEED_EARTHROOT, null), "Seed Changes",
"_-_ Blindweed buffed, now cripples as well as blinds.\n\n" +

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@ -145,9 +145,9 @@ public class v0_2_X_Changes {
"_-_ Released November 3rd, 2014\n" +
"_-_ 21 days after Shattered v0.2.1\n" +
"\n" +
"v0.2.2 was Shattered's first update that didn't have a specific focus. It instead made a bunch of little improvements.\n" +
"v0.2.2 was Shattered's first update that didn't have a specific focus. Instead this update was forking on making a bunch of little improvements.\n" +
"\n" +
"The largest change was the integration of Pixel Dungeon's source code from v1.7.2, which included synchronous movement! It's something we take for granted now, but before this change every on-screen character had to move one at a time. This slowed the pace of the game to a crawl whenever two or more enemies were on screen.\n" +
"The largest change was the integration of Pixel Dungeon's source code from v1.7.2, which included synchronous movement! It's something we take for granted now, but before this change every on-screen character had to move one at a time. This slowed the pace of the game to a crawl whenever enemies were on screen.\n" +
"\n" +
"Heroes remains also received big changes this update. In Pixel Dungeon you could use remains to consistently pass highly upgraded armor from one run to the next. I felt this violated the roguelike nature of the game, and so I nerfed remains to prevent this."));
@ -193,7 +193,7 @@ public class v0_2_X_Changes {
"\n" +
"v0.2.1 was the first in a short lived series of 'region overhaul' updates. Thanks to releasing on Google Play, Shattered was getting a huge influx of new players, and I wanted to make some changes that they would appreciate. The three new minibosses and Goo changes were all made to try and help new players get used to the game.\n" +
"\n" +
"This update also continued 0.2.0's trend of expanding Shattered's scope. I was no longer just planning to change items, but was now making additions and reworks to regions of the game as well!"));
"This update also continued v0.2.0's trend of expanding Shattered's scope. I was no longer just planning to change items, but was now making additions and reworks to regions of the dungeon as well!"));
changes.addButton( new ChangeButton(new Image(Assets.Sprites.GHOST, 0, 0, 14, 15), "New Sewer Quests",
"_-_ Removed the dried rose quest (the rose will return...)\n\n" +
@ -220,7 +220,7 @@ public class v0_2_X_Changes {
"\n" +
"v0.2.0 was the first version of Shattered to release on Google Play! I had originally wanted to wait longer, but I was getting flooded with messages about it.\n" +
"\n" +
"Artifacts came from realizing it would be very difficult to make some rings worth upgrading by just buffing them. Instead, I decided to put their mechanics on a new class of item that didn't need upgrades! Artifacts ended up becoming Shattered's first flagship feature!\n" +
"Artifacts came from realizing it would be very difficult to make some rings worth upgrading by just buffing them. Instead, I decided to put their mechanics on a new class of item that didn't need upgrades. Artifacts ended up becoming Shattered's first flagship feature!\n" +
"\n" +
"I feel like this was the start of a new era for Shattered's development, as updates become about making much more significant changes to content than just balance adjustments.\n" +
"\n" +

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@ -103,7 +103,7 @@ public class v0_3_X_Changes {
"\n" +
"v0.3.4 made Shattered available in multiple languages! This update was a direct response to messages I kept getting from users who wanted to share the game with their friends, but couldn't due to the language barrier.\n" +
"\n" +
"Translating the game was no small feat, Shattered has a huge amount of text that is constantly changing and growing. As of early 2021 Shattered has roughly 35 thousand words of total text. Because of the volume of text it would have been prohibitively expensive to get the game professionally translated, and so I opted to ask for community translations instead.\n" +
"Translating the game was no small feat, Shattered has a huge amount of text that is constantly changing and growing. As of mid 2021 Shattered has roughly 40 thousand words of total text. Because of the volume of text it would have been prohibitively expensive to get the game professionally translated, and so I opted to ask for community translations instead.\n" +
"\n" +
"The response from the community was and continues to be incredible! Even multiple years later Shattered's updates are still consistently translated into a number of languages."));
@ -144,7 +144,7 @@ public class v0_3_X_Changes {
"\n" +
"v0.3.3 was a small bumper update that was mostly focused on getting Google Play Games functionality working.\n" +
"\n" +
"Google Play Games was the first online functionality ever added to Shattered. Some people were understandable worried that this was the start of me turning Shattered into a game that would require internet. I tried to address this worry by making the functionality as optional as possible and heavily emphasizing that it was only for tiny extras like cloud sync and play games badges. Nowadays things are much more relaxed and Shattered has several internet-enabled features, but still none of them are needed to play the game itself."));
"Google Play Games was the first online functionality ever added to Shattered. Some people were worried that this was the start of me turning Shattered into a game that would require internet. I tried to address this worry by making the functionality as optional as possible and heavily emphasizing that it was only for tiny extras like cloud sync and play games badges. Nowadays things are much more relaxed and Shattered has several internet-enabled features, but still none of them are needed to play the game itself."));
changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), "Google Play Games",
"Added support for Google Play Games in the Google Play version:\n\n" +
@ -233,11 +233,11 @@ public class v0_3_X_Changes {
"_-_ Released August 17th, 2015\n" +
"_-_ 83 days after Shattered v0.3.0\n" +
"\n" +
"v0.3.1 is the first update that I ended up regretting. While almost all of the content in these earlier updates has been revisited in some way, the trap changes were probably detrimental to the game at the time they were implemented.\n" +
"v0.3.1 is the first update that I ended up regretting. While almost all of the content in these earlier updates has been revisited in some way, the trap changes were arguably detrimental to the game at the time they were implemented.\n" +
"\n" +
"I was too obsessed with quantity over quality, and so I ended up adding a tonne of trap frustration in the mid and lategame. I only ended up fixing this years later, primarily with the trap changes in v0.6.2 and v0.8.0. Incrementally adding well-designed traps over time would have been a much better approach.\n" +
"I was too obsessed with quantity over quality, and so I ended up adding lots of frustrating traps in the mid and lategame. I only ended up fixing this years later, primarily with the trap changes in v0.6.2 and v0.8.0. Incrementally adding well-designed traps over time would have been a much better approach.\n" +
"\n" +
"Still, v0.3.1 wasn't all bad. It also introduced some very important interface changes such as four quickslots, heavily expanded game settings, and added quickslot autotargeting."));
"Still, v0.3.1 wasn't all bad. Traps in the earlygame were improved, and it also introduced some very important interface changes such as four quickslots, expanded game settings, and quickslot autotargeting. This was also the first update that had a beta release, something that I've done for every update since."));
changes.addButton( new ChangeButton(new Image(Assets.Environment.TERRAIN_FEATURES, 112, 96, 16, 16), "Trap Overhaul",
"_-_ Over 20 new traps + tweaks to existing ones\n" +
@ -284,7 +284,7 @@ public class v0_3_X_Changes {
"\n" +
"v0.3.0 was Shattered's second major item category rework, and Shattered's first real class rework!\n" +
"\n" +
"This class rework also included changes to the Mage's subclasses. While other aspects of the Mage have changed a bunch since the rework, the core idea of each subclass and his staff have persisted. While this may seem similar to the Rogue changes in v0.2.0, the mage never required a second rework.\n" +
"This class rework also included changes to the Mage's subclasses. While other aspects of the Mage have changed a bunch since the rework, the core idea of each subclass and his staff have persisted. While this may seem similar to the Rogue changes in v0.2.0, the mage never required a second full rework.\n" +
"\n" +
"Around this time I was also starting to include substantial smaller tweaks in each update. Nowadays every update includes a large amount of smaller changes, but back in these earlier days this was a newer development."));

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@ -93,7 +93,7 @@ public class v0_4_X_Changes {
"\n" +
"The most user-visible change in this update was the decoupling of Shattered's display logic and gameplay logic. This doubled the amount of processor power that the game had access to and meant that the game wouldn't freeze or hitch if gameplay logic was taking a while. This made the game run much smoother.\n" +
"\n" +
"Behind the scenes, the biggest changes were probably to various bits of game logic that assumed a constant map size of 32x32. After 0.4.2 many of these operations were made more efficient, and could work on variably sized maps, up to a new theoretical max of about 144x144."));
"Behind the scenes, the biggest changes were probably to various bits of game logic that assumed a constant map size of 32x32. After v0.4.2 many of these operations were made more efficient, and could work on variably sized maps, up to a new theoretical max of about 144x144."));
changes.addButton( new ChangeButton(Icons.get(Icons.PREFS), "Technical Improvements",
"_-_ Many general performance improvements\n" +
@ -193,7 +193,7 @@ public class v0_4_X_Changes {
"_-_ 391 days after Shattered v0.3.0\n" +
"_-_ 50 days after Shattered v0.3.5\n" +
"\n" +
"0.4.0 was Shattered's third major item category update, this time addressing weapons! I see this update as the start of a new era for Shattered's development. For the first time a major update was adding far more content than it was reworking or repurposing.\n" +
"v0.4.0 was Shattered's third major item category update, this time addressing weapons! I see this update as the start of a new era for Shattered's development. For the first time a major update was adding far more content than it was reworking or repurposing.\n" +
"\n" +
"This update also restructured how weapon strength requirements scaled with upgrades. This made it much more difficult to access high tier items early by dumping upgrades into them. This was my attempt to solve some of the game's pacing issues without adding degradation.\n" +
"\n" +

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@ -79,7 +79,7 @@ public class v0_7_X_Changes {
"_-_ Released October 2nd, 2019\n" +
"_-_ 76 days after Shattered v0.7.4\n" +
"\n" +
"Dev commentary will be added here in the future."));
"Dev commentary will be added here in v0.9.4."));
changes.addButton( new ChangeButton(new Image(Assets.Sprites.SNAKE, 12, 0, 12, 11), "Sewer Enemies",
"Two new enemies have been added to the sewers!\n\n" +
@ -193,7 +193,7 @@ public class v0_7_X_Changes {
"_-_ Released July 18th, 2019\n" +
"_-_ 56 days after Shattered v0.7.3\n" +
"\n" +
"Dev commentary will be added here in the future."));
"Dev commentary will be added here in v0.9.4."));
changes.addButton( new ChangeButton(new WandOfWarding(),
"This brand new wand spawns autonomous wards which attack enemies. Wards can be upgraded by being zapped again, and eventually form up into sentry turrets.\n\n" +
@ -319,7 +319,7 @@ public class v0_7_X_Changes {
"_-_ Released May 23rd, 2019\n" +
"_-_ 66 days after Shattered v0.7.2\n" +
"\n" +
"Dev commentary will be added here in the future."));
"Dev commentary will be added here in v0.9.4."));
changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.LONGSWORD, new ItemSprite.Glowing(0xFFFF00)), "Enchantment Changes",
"Several changes have been made to enchantments, based on feedback from 0.7.2:\n\n" +
@ -449,7 +449,7 @@ public class v0_7_X_Changes {
"_-_ Released Mar 18th, 2019\n" +
"_-_ 90 days after Shattered v0.7.1\n" +
"\n" +
"Dev commentary will be added here in the future."));
"Dev commentary will be added here in v0.9.4."));
changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.POTION_CATALYST, null), "Catalysts!",
"Added two new recipes: _Alchemical Catalysts_ and _Arcane Catalysts._\n\n" +
@ -605,7 +605,7 @@ public class v0_7_X_Changes {
"_-_ Released Dec 18th, 2018\n" +
"_-_ 61 days after Shattered v0.7.0\n" +
"\n" +
"Dev commentary will be added here in the future."));
"Dev commentary will be added here in v0.9.4."));
changes.addButton( new ChangeButton( new Image(Assets.Sprites.HUNTRESS, 0, 15, 12, 15), "Huntress Reworked!",
"The Huntress has received a class overhaul!\n\n" +
@ -738,7 +738,7 @@ public class v0_7_X_Changes {
"_-_ 501 days after Shattered v0.6.0\n" +
"_-_ 168 days after Shattered v0.6.5\n" +
"\n" +
"Dev commentary will be added here in the future."));
"Dev commentary will be added here in v0.9.4."));
changes.addButton( new ChangeButton(new Image(Assets.Environment.TILES_SEWERS, 48, 96, 16, 16 ), "Alchemy Overhaul!",
"The game's alchemy system has been entirely overhauled!\n\n" +