Hello again, it’s finally time for another changelog! This August has been quite the productive month, which you can read all about below.
- Payments through itch.io have been disabled while the payment processor controversy continues, this will allow Project D.R.A.G.O.N. to be discoverable once the game’s page is made public.
- Added a frame around enemy names to make them easier to read on light backgrounds.
- Modified equippable item logic to simplify coding in new items. It should now be able to easily handle scenarios when a player equips an item, unequips an item, and swaps equipped items.
- Modified some redundant code used for determining max health and max mana into much more compact calls. Additional variants have also been created in the event that the player’s health or mana shouldn’t be refilled.
- Modified some redundant code used for increasing player stats to use calls.
- Expanded the text shown when the player meets the [redacted] requirement to gain bonus constitution. This bonus now also comes with a free health refill.
- Fixed an issue when entering the desert region that was causing the background image to not update accordingly.
- Fixed a weather check crash.
- Tweaked when time passing logic is run so it happens at more appropriate points.
- Modified the amount of time it takes for the player to explore, change regions, and change subareas based on whether they can fly, walk, or slither.
- Modified some redundant code used for updating area backgrounds to use calls.
- Updated the desert’s area description so it takes into account if it’s night.
- Updated the resting area’s description logic to take into account the current time and weather conditions.
- Added area description text for the resting area when a blizzard is active. Variant text has also been written for when the resting area is illuminated or not.
- Set up a private GitHub repository for the game. This’ll make tracking changes easier and allow for multiple people to work on the source code at once.
- Set up a .gitignore file with information on which files Git should ignore to make it easier for people to grab, work on, and test the project with fewer file conflicts.
- Modified some code so the resting area also uses calls when updating backgrounds.
- Added a ReadMe to the repository that explains the steps on how to prepare the source code so it can be run with the Ren’Py SDK should it ever be made public.
- Added logic for starting and ending weather conditions.
- Added text to state that weather conditions have changed.
- Tweaked enemy encounter rate to be lower.
- Tweaked resting hunger cost.
- Tweaked the width of the game text area to prevent the new line cut off from causing a few words to remain noticeably close to the right of the reading area.
- Updated the contributor document with the new character limit caused by the change in game text width.
- Tweaked a config so the skip button doesn’t work while the splash screen plays.
- Tweaked the splash screen to be shorter to compensate for players no longer being able to skip it.
- Tweaked a config so certain transition animations can’t be terminated early.
- Added a transition so the textbox dissolves in rather than jarringly pop onto the screen when starting a new game. This dissolve transition has also been added to a few other areas in the code to make certain things look nicer.
- Fixed an exploit where repeatedly entering and exiting the resting area could be used to trigger a weather condition update.
- Replaced the usage of single quotes in all instances of renpy.random.choice() with double quotes which removed the need to use \’ inside them. This should simplify things for contributors so they have something less to worry about if they decide to use these for dynamic text. The random text example present in the contributor document has been updated to reflect this change.
- Fixed a typo and added some italic text tags for some areas that were missing them.
- Tweaked two main menu image files.
- Tweaked two blizzard day backgrounds to be slightly less bright.
- Added a level requirement before encounters with the dom [redacted] are unlocked due to its elevated stats.
- Fixed a typo involving the effectiveness of an item.
- Fixed a bug which would have resulted in an infinite use of the [redacted] item.
- Split combat logic as part of an oncoming largescale refactoring.
- Split resting area logic in preparation of companion content volume.
- Modified how player and enemy stun/poison status effects are reset so this occurs at the start of a new battle, this removes some duplicate code.
- Added the escape impossible flag as a variable that is reset at the start of a new battle, this removes some duplicate code when used for boss battles that the player can’t escape from.
- Sorted the .rpy files into folders rather than keeping them all in the same directory, this should help future code contributors in the event that the game’s GitHub or source code is opened to the public.
- Added variables for use in implementing status effect immunities in the future.
- Modified dom [redacted] logic further, this enemy variant now generates at a higher minimum level along with a higher maximum level than its weaker variant. The level requirement before they are added to the encounter pool has also increased.
- Split player skills into individual files to make modifying them easier.
- Split enemy turn actions into individual files to make modifying them easier.
- Simplified checking for enemy elemental weaknesses and resistances during combat to a call.
- Added a missing rollback statement.
- Simplified how the end of enemy and player turns are handled and converted them into their own calls.
- Converted combat regeneration into a call.
- Added logic for the poison status effect at the end of player and enemy turns.
- Simplified logic for determining escape chance calculations when running away from combat.
- Fixed a variable typo in the content menu.
- Renamed variables used for the content blacklist to make them less ambiguous.
- Refactored code to use the ‘not’ operator rather than ‘== False’.
- Changed the text color of unavailable choice menu options to grey.
- Added notifications stating that the player is becoming more dominant or submissive.
- Added notifications stating that the player is becoming more top or bottom leaning.
- Added missing content blacklist check to a dialogue option.
- Added more textbox dissolve animations to the areas that needed them.
- Added humiliation to the blacklist menu.
- Modified the blacklist menu to be clearer about what kind of content is being blacklisted.
- Simplified some existing blacklist content logic.
- Modified the logic used for a lewd dialogue variant with [redacted].
- Created two loading animations for use in a future event with the [redacted].
- Created some animated hypno animations for use in a future event with the [redacted].
- Added male pregnancy as a blacklist option.
- Added some extra starting combat text variants with Obsoletem.
- Added a rare lewd [redacted] starting encounter variant.
- Tweaked some combat text generation.
- Updated contributor credits.
- Added a new main menu button that leads to the Project D.R.A.G.O.N. development blog.
- Updated the images used for a few buttons.
- Tweaked the focus mask of a few image buttons.
- Worked on the game page content and polished it, with Obsoletem adding tweaks.
- Created a dedicated displayable to show attribution information for content that has been created by contributors.
- Expanded existing text for the player’s wait action during combat and added extra variants.
- Started polishing a contribution from a writer that has opted to remain anonymous.
- Added the dawn/dusk background for the desert region and modified the background logic to check for the dawn/dusk time ranges to determine its appearance.
- Implemented logic for determining dawn and dusk exclusive exploration events.
- Tweaked some logic related to determining time exclusivity for events.
- Added some placeholders for the tundra day/night blizzard events, desert dawn/dusk, and desert heatwave events.
- Expanded the text descriptions used when weather conditions change.
- Added a placeholder text description when the heatwave ends at dawn for the desert region.
- Updated image asset used for the eye overlay.
- Added watersports as a content type that can be blacklisted.
- Drew and added placeholder images for the apple food item to the game. It now shows up in the player’s inventory as an item sprite.
- The logic used for night exclusive events for the desert region has been modified so dawn/dusk is not accepted as valid times.
- Added musk and paws as content types that can be blacklisted.
- Drew and added placeholder images for the food pill item to the game. It now shows up in the player’s inventory as an item sprite.
- Tweaked the positioning of the social media buttons shown on the main menu.
- Fixed a bug with the resting area’s creation menu.
- Fixed a bug when closing the global and local area menus which was causing regions to rerun their generation logic.
- Fixed an improperly indented jump that was causing certain desert events to trigger a return to the main menu.
- Drew and added placeholder images for the nut item to the game. It now shows up in the player’s inventory as an item sprite.
- Optimized the game’s snow fall animations by lowering the resolution of the individual snowflake images that are used for them. This should lower the impact of these animations despite the high particle count.
- Updated how the main menu’s buttons look.
- Tweaked combat first turn logic so the dominant and submissive [redacted] variants get their own text when they’re faster than the player.
- Added Obsoletem’s text tweaks to the faster enemy texts.
- Added and proofread additional heatwave end text for the dusk time slot that was written by Obsoletem.
- Replaced the namebox and textbox with new versions.
- Tweaked text positioning and other settings to fit inside the new text/name boxes.
- Increased the default font size for in-game text and increased the textbox size to allow more content to be shown at once.
- Tweaked a config to prevent the text from overflowing at certain game window resolutions.
- Added multiple placeholder images drawn by EmperorBlackHeart along with their accompanying logic so they are shown in the player’s inventory.
- Tweaked loot generation so the dom [redacted] drops its associated item.
- Reduced the resolution of oversized item sprites to help optimize the overall file size of the game, around 10mb were saved.
- Drew placeholder images for when certain items are unidentified.
- Drew placeholder images for a special item tied to macro content.
- Added a dissolve animation after [redacted] teleports the player.
- Tweaked menu choice and tooltip positions to prevent visual issues with the enlarged textbox.
- Modified how NPC dialogue styles were implemented to remove duplicate code when their displayed name is changed.
- Added logic that allows for the automatic tinting of the textbox and namebox to reflect the primary color of the active speaker, this covers the player and NPCs.
- Fixed a visual bug that caused the textbox to lose its colored tint whenever the player is asked to input a string.
- Tweaked input logic so the typed string from the player changes its font color to match the textbox in which it occurs.
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