Adeo version change lists. This is mostly for my own reference, because god knows how I'll remember every feature and change if I don't document for review as I go.

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Copyright (c) 1998-2049 Martin "Pfhoenix" Actor



Change lists

v0.2.0

  • file format for objects and maps unified to an XMLish, text format
  • internal class code now generates meta data on variable composition (allows a unified method of figuring out what a class has and how to treat its members)

v0.1.7

  • planets, moons, even suns in space now follow their orbits, according to actual game time passage
  • certain ports, like with stations or other space-born facilities, can require permission to dock
  • communicating to ships and docking ports requires communications device installed on the ships
  • players can scan moons and asteroids for random areas to land and explore
  • players can land and explore said random areas, and visited sites remain listed when scanning space body further
  • space maps are now home to dynamic systems, meaning moons and planets (even binary stars) move about their orbits in "real-time" as game time passes
  • completely new and fully functional map editor, with integrated texture package management (really, I'd need an entirely new changelog just for the editor)
  • editor and game share as much source as is reasonable
  • vehicle system is implemented
  • spaceships are currently working
  • players can board through airlocks in spaceships (it's how the player currently starts now)
  • a crappy, random solar system is generated
  • space maps have an entirely different structure from normal, grid based maps (see FAQ for more information on space maps)
  • space maps have no size limit (infinitely explorable) (yes, this goes along with the previous bullet, but is important enough to warrant specific mentioning; again, see FAQ for more information)
  • all objects (to include maps, which are objects themselves) can be defined in external files and loaded on demand by the engine
  • players are able to pilot ships and fly them around
  • major overhaul of source to accomodate all sorts of future functionality
  • player can now zoom/scale the view with the mouse wheel, to see more of what's around them (most useful in space)
  • much, much more that I have completely glossed over and forgotten since implementing. Why can't I keep this updated? Do I hate myself?

v0.1.5
I completely worked through 0.1.5 and 0.1.6 without keeping track of changes and updates. Sadly, this results in an incomplete changelog. I'm really not good about keeping up on this.

v0.1.4

  • added ability for mouse to select things
  • player movement controlled by mouse now (point, click, and move)
  • looking at things handled by context popup menu now
  • using things in the world now handled by context popup menu
  • new grid hilite for the mouse, hilites objects on the grid too
  • possible actions presented via context popup menu now
  • fixed bugs with the TinkerTool and hacking in general
  • default actions when clicking on tiles done
  • context popup menu for available actions (based on what's on the tile) nearly done
  • support for different modes of tile hiliting done
  • new texture package format and editor
  • all electronics now require power, and some (like the telepad) have three states - off, on, active (depending on state of telepad and state of power source)
  • new power source type - battery

v0.1.3

  • implemented Pickup command
  • implemented Use command
  • implemented basic event system
  • smartified a good number of things
  • yes, smartified
  • basic turn handling with variable time slice implemented
  • electronic systems
  • computer systems and interaction
  • hacking
  • telepads
  • automatic doors
  • multiple message window handling
  • nicer window handling methods
  • books
  • new graphics, no, not done by me; they're actually nice
  • a goodly amount of other junk I've forgotten by now
  • I ought to maintain this list as I add things, instead of waiting until the release is done

v0.1.2

  • tweaked internal inventory handling code, made it so the player doesn't get a question to pick up items if inventory is full
  • implemented the Use command
  • implemented door/lock/keycard/keysnoop system
  • implemented basic inventory and management

v0.1.1

  • renderer fully converted over to D3D9
  • handy dandy colored and blended generic tile-based dynamic lighting model
  • sorted out crappy non-OOP map modification and generation code
  • doors implemented (basics, no locks nor lock handling yet, no door material strength)
  • exit grids are implemented (point to a map and a tile location)
  • map linking (players/pawns/entities able to move between maps now)
  • generic random cave generator algorithm implemented (generates rock or dirt caves)
  • basic mining/digging functionality implemented (you can dig, but get nothing for it yet)
  • smart player single-use action control - for doors and digging currently
  • initial item handling - pawns can pick up items off the ground, and digging randomly results in either a crystal or some metal
  • fixed rendering artifact left over from the port to D3D9
  • implemented the Look command