v0.9.2: added dev commentary to v0.1.X and v0.2.X updates

This commit is contained in:
Evan Debenham 2021-02-09 17:39:55 -05:00
parent 33e17c1700
commit c88596afb2
2 changed files with 50 additions and 24 deletions

View File

@ -52,7 +52,11 @@ public class v0_1_X_Changes {
"_-_ Released August 15th, 2014\n" + "_-_ Released August 15th, 2014\n" +
"_-_ 10 days after Shattered v0.1.0\n" + "_-_ 10 days after Shattered v0.1.0\n" +
"\n" + "\n" +
"Dev commentary will be added here in the future.")); "v0.1.1 was the first update that added new content! Based on suggestions and feedback from v0.1.0, I decided to implement new functionality for ankhs and a new type of food!\n" +
"\n" +
"This update also included Shattered's first contentious change: I removed the automatic revival feature from the dew vial. This lead to many accidental deaths for players who were used to the automatic revive from Pixel Dungeon. I kept receiving complaints about it years later!\n" +
"\n" +
"These early updates were much smaller and less polished compared to more modern ones, which meant I released them much faster. I eventually shifted towards a more quality oriented approach."));
changes.addButton( new ChangeButton(new Blandfruit(), changes.addButton( new ChangeButton(new Blandfruit(),
"Players who chance upon gardens or who get lucky while trampling grass may come across a new plant: the _Blandfruit._\n\n" + "Players who chance upon gardens or who get lucky while trampling grass may come across a new plant: the _Blandfruit._\n\n" +
@ -90,7 +94,9 @@ public class v0_1_X_Changes {
"_-_ 69 days after Pixel Dungeon v1.7.1\n" + "_-_ 69 days after Pixel Dungeon v1.7.1\n" +
"_-_ 9 days after v1.7.1 source release\n" + "_-_ 9 days after v1.7.1 source release\n" +
"\n" + "\n" +
"Dev commentary will be added here in the future.")); "I started playing Pixel Dungeon in mid 2013, and 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 to Pixel Dungeon (it 'shattered' the game's balance). At this stage I didn't have any plans to add new content. I was just going to spend a couple months rebalancing the game and that was it!\n" +
"\n" +
"This version was only distributed via the Pixel Dungeon Subreddit, I didn't release on Google Play until v0.2.0. At this early stage of development Shattered was basically the same game as Pixel Dungeon v1.7.1. At the time I thought this update was all the changes I would ever make to consumable items!"));
changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.SEED_EARTHROOT, null), "Seed Changes", changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.SEED_EARTHROOT, null), "Seed Changes",
"_-_ Blindweed buffed, now cripples as well as blinds.\n\n" + "_-_ Blindweed buffed, now cripples as well as blinds.\n\n" +

View File

@ -63,7 +63,11 @@ public class v0_2_X_Changes {
"_-_ Released February 23rd, 2015\n" + "_-_ Released February 23rd, 2015\n" +
"_-_ 48 days after Shattered v0.2.3\n" + "_-_ 48 days after Shattered v0.2.3\n" +
"\n" + "\n" +
"Dev commentary will be added here in the future.")); "v0.2.4 was a very important update, even if its content was mainly porting another update from Pixel Dungeon's source code. This is because the v1.7.5 source included a change that was quite controversial: Degradation.\n" +
"\n" +
"In Pixel Dungeon (after v1.7.5) upgraded gear degrades as it is used, and this degradation can only be reset by upgrading an item further. The goal of this change was to discourage hoarding upgrades and dumping them on a single weapon, but (especially in v.1.7.5) many players felt that degradation ruined the fun of the game.\n" +
"\n" +
"After a lot of consideration, I decided to not implement degradation into Shattered. Instead I started planning other changes to solve this problem, without restricting gameplay quite as much. Those changes would eventually show up in updates like v0.4.0 and v0.8.0."));
changes.addButton( new ChangeButton(new ItemSprite(new Honeypot()), "Pixel Dungeon v1.7.5", changes.addButton( new ChangeButton(new ItemSprite(new Honeypot()), "Pixel Dungeon v1.7.5",
"v1.7.3 - v1.7.5 Source Implemented, with exceptions:\n" + "v1.7.3 - v1.7.5 Source Implemented, with exceptions:\n" +
@ -100,7 +104,11 @@ public class v0_2_X_Changes {
"_-_ Released January 6th, 2015\n" + "_-_ Released January 6th, 2015\n" +
"_-_ 64 days after Shattered v0.2.2\n" + "_-_ 64 days after Shattered v0.2.2\n" +
"\n" + "\n" +
"Dev commentary will be added here in the future.")); "v0.2.3 was another update made of many small improvements. The most significant game content in this update was four new artifacts, which all went on to become quite popular!\n" +
"\n" +
"This was also the first update where I started really trying to focus on game stability and code quality. In v0.2.3 I made some big changes to the internal code of the game's save system, which fixed lots of cases where the game would fail to save and load properly.\n" +
"\n" +
"Lastly, v0.2.3 brought the addition of the game's supporter system! While monetization isn't as exciting as new game content, the supporter system is the primary reason why I've been able to work on the game for so long."));
changes.addButton( new ChangeButton(new ItemSprite(new TimekeepersHourglass()), "Artifact Changes", changes.addButton( new ChangeButton(new ItemSprite(new TimekeepersHourglass()), "Artifact Changes",
"Added 4 new artifacts:\n" + "Added 4 new artifacts:\n" +
@ -137,7 +145,11 @@ public class v0_2_X_Changes {
"_-_ Released November 3rd, 2014\n" + "_-_ Released November 3rd, 2014\n" +
"_-_ 21 days after Shattered v0.2.1\n" + "_-_ 21 days after Shattered v0.2.1\n" +
"\n" + "\n" +
"Dev commentary will be added here in the future.")); "v0.2.2 was Shattered's first update that didn't have a specific focus, and instead made 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, which slowed the pace of the game to a crawl whenever 2 or more enemies were on screen.\n" +
"\n" +
"Heroes remains also received big changes this update. In Pixel Dungeon you could use remains to consistently start the run after a win with heavily upgraded plate armor. I felt this violated the roguelike nature of the game, and so I nerfed remains so that they couldn't be exploited to reliably transfer power from one run to the next."));
changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.STONE_AUGMENTATION, null), "Pixel Dungeon v1.7.2", changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.STONE_AUGMENTATION, null), "Pixel Dungeon v1.7.2",
"Implemented directly from v1.7.2:\n" + "Implemented directly from v1.7.2:\n" +
@ -179,7 +191,9 @@ public class v0_2_X_Changes {
"_-_ Released October 13th, 2014\n" + "_-_ Released October 13th, 2014\n" +
"_-_ 28 days after Shattered v0.2.0\n" + "_-_ 28 days after Shattered v0.2.0\n" +
"\n" + "\n" +
"Dev commentary will be added here in the future.")); "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 so I wanted to make some changes that they would appreciate. The three new minibosses and Goo changes were all made with new players in mind, to try and better teach them how to play the game.\n" +
"\n" +
"This update was also the first sign that I was starting to seriously expand Shattered's scope. I was no longer just planning to rebalance items, but was now making additions and reworks to regions of the game as well! Updates were also well on their way to be more about new content than just small balance tweaks."));
changes.addButton( new ChangeButton(new Image(Assets.Sprites.GHOST, 0, 0, 14, 15), "New Sewer Quests", 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" + "_-_ Removed the dried rose quest (the rose will return...)\n\n" +
@ -202,7 +216,13 @@ public class v0_2_X_Changes {
changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Developer Commentary", changes.addButton( new ChangeButton(Icons.get(Icons.SHPX), "Developer Commentary",
"_-_ Released September 15th, 2014\n" + "_-_ Released September 15th, 2014\n" +
"_-_ 31 days after Shattered v0.1.1")); "_-_ 31 days after Shattered v0.1.1\n" +
"\n" +
"v0.2.0 was the first version of Shattered to release on Google Play! I had originally wanted to wait longer before sharing the game more widely, but changed my mind because I was getting flooded with messages about it.\n" +
"\n" +
"The idea for artifacts came from realizing it would be very difficult to balance some rings by just buffing or nerfing them. Rings like the ring of satiety would just never be worth upgrading, so I decided to take those mechanics and put them on a new class of item! Artifacts were a tremendous success and ended up becoming Shattered's first flagship feature!\n" +
"\n" +
"Giving the Cloak of Shadows to the Rogue was also my first attempt at a class rework. It was a much more simple change than later reworks, and I ended up revisiting the Rogue in v0.6.2."));
changes.addButton( new ChangeButton(new ItemSprite(new HornOfPlenty()), "Artifacts!", changes.addButton( new ChangeButton(new ItemSprite(new HornOfPlenty()), "Artifacts!",
"Added artifacts to the game!\n\n" + "Added artifacts to the game!\n\n" +