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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
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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
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