v0.9.3: added dev commentary for v0.6.0-v0.6.3
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@ -352,7 +352,11 @@ public class v0_6_X_Changes {
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"_-_ Released February 14th, 2018\n" +
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"_-_ 113 days after Shattered v0.6.2\n" +
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"\n" +
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"Dev commentary will be added here in v0.9.3."));
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"Prior to v0.6.3 thrown weapons broke on a single hit each and so weren't useful for much. I didn't want to just amp up their quantity though, as players would just horde them and use them against bosses. By lowering quantity but also giving thrown weapons durability, I was able to make them much more useful without making hording problematic.\n" +
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"\n" +
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"v0.6.3 is also an excellent case for why I run betas for every Shattered update. In the original beta for v0.6.3 thrown weapons were seriously overpowered, and threatened to make regular weapons pointless. I ended up significantly reducing their stats and quantity before the full release.\n" +
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"\n" +
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"This update also demonstrates Shattered's ever-increasing scope and update size. Despite reworking a whole category of items, I ended up just calling this a minor update."));
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changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.TRIDENT, null), "Ranged Weapons Overhaul!",
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"Ranged weapons have been completely overhauled!\n\n" +
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@ -497,7 +501,11 @@ public class v0_6_X_Changes {
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"_-_ Released October 24th, 2017\n" +
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"_-_ 70 days after Shattered v0.6.1\n" +
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"\n" +
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"Dev commentary will be added here in v0.9.3."));
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"Before v0.6.2 secret rooms weren't a purposeful part of level generation, they occurred when the levelgen algorithm randomly hid all of the doors leading to a room. This caused a lot of problems, as secrets were often easy to find, but could also sometimes hide important progression items! I changed this to make secret rooms more deliberate, which let me fine tune their rewards and difficulty of discovery.\n" +
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"\n" +
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"This update also featured a proper rework for the Rogue! The cloak of shadows from v0.2.0 was kept, and I made a bunch of changes focused on consolidating his benefits, which did a lot to make the Rogue's strengths more pronounced and focused.\n" +
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"\n" +
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"Lastly, v0.6.2 (and v0.6.1) included some important AI changes that made character behaviour much more consistent when allies are concerned. This paved the way for ally additions in future updates."));
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changes.addButton( new ChangeButton( Icons.get(Icons.DEPTH), "Dungeon Secrets!",
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"The secrets of the dungeon have been totally redesigned!\n\n" +
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@ -680,7 +688,9 @@ public class v0_6_X_Changes {
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"_-_ Released August 15th, 2017\n" +
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"_-_ 72 days after Shattered v0.6.0\n" +
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"\n" +
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"Dev commentary will be added here in v0.9.3."));
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"v0.6.1 was light on core game content, but made some critical improvements to the new player experience by expanding the journal system. I really wanted to make the player feel less compelled to seek out external guides for Shattered, and so I wrote up an in-game guide that pointed the player in the right direction without spoiling too much. The previous system used signposts at the start of each floor, which were the same every run and couldn't be read at any time.\n" +
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"\n" +
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"v0.6.1 also overhauled the changes screen, which you're viewing right now! Long text-based changelogs just don't work on mobile screens, as there's much less screen real-estate to work with. I didn't want Shattered's changelog to be a big wall of text, but I also didn't want to abbreviate lots of details. The solution was to keep the full text, but hide it behind categories and icons!"));
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changes.addButton( new ChangeButton( new ItemSprite(ItemSpriteSheet.GUIDE_PAGE, null), "Journal Additions",
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"_-_ Overhauled the Journal window with loads of new functionality\n\n" +
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@ -847,7 +857,11 @@ public class v0_6_X_Changes {
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"_-_ Released June 4th, 2017\n" +
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"_-_ 116 days after Shattered v0.5.0\n" +
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"\n" +
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"Dev commentary will be added here in v0.9.3."));
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"v0.6.0 was another major content change focused on the dungeon, this time to level generation! After v0.6.0 rooms were able to specify their own shape and size before the levelgen algorithm then tried to fit them all together. Previously levelgen would create the shape of a level first and then try to place rooms in that shape.\n" +
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"\n" +
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"I'm really proud of this levelgen algorithm even to this day. v0.6.0 both improved levelgen on its own and paved the way for future improvements in updates like v0.6.2 and v0.9.1.\n" +
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"\n" +
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"I feel v0.6.0 also represents the start of another era in Shattered's development. While Shattered was still missing some big updates (most notably v0.8.0), after v0.6.0 Shattered started to resemble its current incarnation more than the original Pixel Dungeon."));
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changes.addButton( new ChangeButton( Icons.get(Icons.DEPTH), "Levelgen Overhaul!",
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"Level creation algorithm overhauled!\n\n" +
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