SAVES MAY NOT WORK BETWEEN THIS AND PREVIOUS VERSIONS. PLEASE DO NOT POST BUGS THAT ARE DUE TO LOADING SAVES FROM PREVIOUS VERSIONS.
Changes In Version 0.1.3.8
New Art:
- Replaced Item Art: Canned Fruit
- Replaced Item Art: Canned Beans
- Replaced Item Art: Canned Spaghetti
- Replaced Item Art: Canned Fish
- Replaced Item Art: Canned Clams
- Replaced Item Art: Honey Bar
- Replaced Item Art: Peanut Butter Cookie
- Replaced Item Art: Animal Meat
- Replaced Item Art: Lantern
- Replaced Item Art: Torch
- Replaced Item Art: Ceiling
- Replaced Item Art: Foundation
- Replaced Item Art: Warding Stick
- Replaced Item Art: 9mm Bullet
- Replaced Item Art: 9mm Pistol Mag
- Replaced Item Art: Door
- Replaced Item Art: Doorframe
- Replaced Item Art: Fence
- Replaced Item Art: Pillar
- Replaced Item Art: Wall
- Replaced Item Art: Small Table
- Added/Replaced Book Art
New Items:
- Added New Item: Wood Chair
- Added New Item: Warding Stick
Performance Improvements:
- Improved rendering speed of terrain (Spike)
New Implementations:
- Implemented popup prompt for refillable bottles
- Changed dash action to 'SPACEBAR' instead of double tapping movement keys (As suggested by: (AndyTheDuck)
- Nomads now have a chance to drop relics
Bug Fixes:
- Fixed Bug: Camera deactivating
Misc Changes:
- Renamed Item 'Canned Spaghetti' to 'Chef Girlardee'
- Changed all animal meat to one sprite
New Team Members (Seabass)
Somebody of talent and experience contacted me one day, "Spike" was his name. As of the past few days we've spoken quite a bit and I have decided to bring him on board as a co-programmer. This means he will be helping with almost everything besides art. This takes a lot of the weight off of my shoulders and makes the project a lot more manageable. He's already improved the terrain rendering and came up with a few useful ideas. We have a working github now as well thanks to him. I'll let him introduce himself.
Welcome To The Team Spike
Yo, this is Spike. I'm a hobbyist developer with a concentration in online games and graphics programming. I'll be coming on board to help tidy things up in preparation for online play and helping things look snazzy on the client end. I hope to be able to bring in a fresh set of eyes to the codebase -- I've already done a couple optimizations that should add up into some reliable performance gains in the long term. Aside from that I'll be pitching in with community outreach, so I'll be here to talk if you have any concerns (especially with something in my field). I'm looking forward to bringing some new improvements to the game over the coming months.
Our Goals As A Team (Seabass)
I'm hoping to push the project towards cleaning up what content we currently have as well as adding more as we go. This means replacing my horrid art assets with Idiotekque's art instead. Giving Spike a go at fixing my programming with his and so on. I don't wish to discuss multiplayer too much as nothing is set in stone but I would just like to remind everyone it is planned and is in the works. No due dates are set and we are not focusing on networking yet, but it will be done sooner than later. Spike is particularly experienced in networking so we should be able to develop a very solid and enjoyable multiplayer experience when the time comes.
Thank you everybody who has helped this project improve and grow. :CuteBearDoll:
I promise we will continue to move at a fast pace and provide updates.