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Switching from ASCII to tiled bitmaps.

What's New:

  • Permanently switched graphics from ASCII to tiles, replicating most ASCII effects in tile form (damage splash, blood).
  • Renderer migrated from SDL1 to SDL2, no longer using unstable custom OpenGL code
  • New intro level
  • Enhanced ending level providing proper closure to the story
  • Improved music in several places
  • More responsive movement when rapidly changing direction
  • Small level changes (lighting, tweaks to story)
  • Primitive inventory system (mostly to make Torches for dark places at this time)
  • Ability to travel back and forth between levels a la Hexen hubs - useful to grab health or scrap
  • Beta option to use mouse aiming (still limited to 8 directions, obviously)
  • Game no longer pauses on player thoughts or NPC quips; other minor cosmetic improvements

Known Issues:

  • Inability to switch back to ASCII mode at this time (too many rendering pipeline changes). NOTE: old ASCII version is now available in "beta" branch with password "asciigraphics"; however, it also lacks all the non-graphics updates that made it into the bitmap version.
  • Unresolved water warping effect picked up during SDL2 migration
  • Video resolution options are not there at the moment; game defaults to desktop resolution
  • "Previous weapon", "Next weapon", "Next Inventory Item" keys are missing, thus complicating the mapping of controller buttons to keyboard

(Possible) Future Plans:

  • Random campaign generation with achievements for passing the first 2,4,8,16, etc levels without dying.