v1.3.0: added dev commentary to the remaining 0.7.X updates
This commit is contained in:
+12
-4
@@ -79,7 +79,9 @@ public class v0_7_X_Changes {
|
||||
"_-_ Released October 2nd, 2019\n" +
|
||||
"_-_ 76 days after Shattered v0.7.4\n" +
|
||||
"\n" +
|
||||
"Dev commentary will be added here in the next update."));
|
||||
"v0.7.5 was a precursor update to v0.8.0, with reworks and expansions to enemies and bosses in the first two regions of the game. I focused on the first two regions for this update as I was already reasonably happy with them after improvements from much earlier updates, and so the changes needed were more minor. I was originally planning to do each future region in its own update, but ended up balling them all up into v0.8.0, which took half a year as a result!\n" +
|
||||
"\n" +
|
||||
"The only major correction to these changes that I needed to make in the future were to Tengu's boss fight. In the second phase of the fight in v0.7.5 the player had to navigate around traps while Tengu was offscreen. I wanted this to be a bit of a break, but it felt more like it interrupted the fight than anything else. After v0.8.0 it was clear to me that multi-phase bosses did not need break phases, and so I removed the second phase from Tengu."));
|
||||
|
||||
changes.addButton( new ChangeButton(new Image(Assets.Sprites.SNAKE, 12, 0, 12, 11), "Sewer Enemies",
|
||||
"Two new enemies have been added to the sewers!\n\n" +
|
||||
@@ -193,7 +195,11 @@ public class v0_7_X_Changes {
|
||||
"_-_ Released July 18th, 2019\n" +
|
||||
"_-_ 56 days after Shattered v0.7.3\n" +
|
||||
"\n" +
|
||||
"Dev commentary will be added here in the next update."));
|
||||
"v0.7.4 was mainly focused around allies, featuring two new ally-focused wands and a bunch of changes to existing ally-granting items. In particular, the changes to ally AI made a huge impact on how usable they were as dedicated partners through the dungeon. Disposable allies (such as mirror images) always worked decently, but prior to v0.7.4 it was usually a liability to invest upgrades into ally-granting items.\n" +
|
||||
"\n" +
|
||||
"The two wands added in this update were actually originally concepted all the way back in v0.3.0. I ended up shelving them at the time as I wasn't confident that I would be able to implement them well.\n" +
|
||||
"\n" +
|
||||
"v0.7.4 was also the first update to begin laying groundwork for releasing Shattered on other platforms! While it would still take a while after this to actually release there, these technical changes were an important first step."));
|
||||
|
||||
changes.addButton( new ChangeButton(new WandOfWarding(),
|
||||
"This brand new wand spawns autonomous wards which attack enemies. Wards can be upgraded by being zapped again, and eventually form up into sentry turrets.\n\n" +
|
||||
@@ -319,7 +325,9 @@ public class v0_7_X_Changes {
|
||||
"_-_ Released May 23rd, 2019\n" +
|
||||
"_-_ 66 days after Shattered v0.7.2\n" +
|
||||
"\n" +
|
||||
"Dev commentary will be added here in the next update."));
|
||||
"v0.7.3 was another variety update, focused on several incremental additions, improvements, buffs, and nerfs. This update came out relatively quickly as I wanted to respond to feedback from the enchantment changes in v0.7.2. Several of the new enchantments added in v0.7.2 were adjusted or replaced entirely, as I came up with better ideas for enchantments that weren't just damage boosts.\n" +
|
||||
"\n" +
|
||||
"There were also significant additions and improvements to alchemy and thrown weapons. Just like with enchantments, I was still working on finding the best balancing for many alchemy recipes. v0.7.3 helped, but more changes were needed to the system itself in future updates. One notable change was allowing players to create tipped darts anywhere, instead of having it by part of the alchemy system. This led to a huge increase to the usage of tipped darts."));
|
||||
|
||||
changes.addButton( new ChangeButton(new ItemSprite(ItemSpriteSheet.LONGSWORD, new ItemSprite.Glowing(0xFFFF00)), "Enchantment Changes",
|
||||
"Several changes have been made to enchantments, based on feedback from 0.7.2:\n\n" +
|
||||
@@ -744,7 +752,7 @@ public class v0_7_X_Changes {
|
||||
"\n" +
|
||||
"v0.7.0 was Shattered's second longest-developed update at almost 6 months! This update took so long because it included my first attempt at an entirely new gameplay system: item crafting via alchemy!\n" +
|
||||
"\n" +
|
||||
"Crafting was actually something I wanted to do for years but I kept ended up scrapping my plans because they were too complex. Finally I settled on a system that was aimed at giving consumable items new uses, and that didn't interact with equipment at all. Despite my best efforts the system still ended up not quite doing its job while also being too complex. I've ended up steadily improving the system over future updates.\n" +
|
||||
"Crafting was actually something I wanted to do for years but I kept ending up scrapping my plans because they were too complex. Finally I settled on a system that was aimed at giving consumable items new uses, and that didn't interact with equipment at all. Despite my best efforts the system still ended up not quite doing its job while also being too complex. I've ended up steadily improving the system over future updates.\n" +
|
||||
"\n" +
|
||||
"Also, before v0.7.0 there were a few unique artifacts which only dropped from particular enemies. I standardized these items in v0.7.0 to either be universal, or scrapped them entirely and put some of their functionality into other game systems."));
|
||||
|
||||
|
||||
+3
-3
@@ -84,7 +84,7 @@ public class v0_8_X_Changes {
|
||||
"_-_ Released August 6th, 2020\n" +
|
||||
"_-_ 40 days after Shattered v0.8.1\n" +
|
||||
"\n" +
|
||||
"Dev commentary will be added here in the future."));
|
||||
"Dev commentary will be added here in the next major update."));
|
||||
|
||||
changes.addButton(new ChangeButton(new ItemSprite(ItemSpriteSheet.ARTIFACT_HORN1), "Fifth Equipment Slot!",
|
||||
"_An extra slot has been added for rings/artifacts_, bringing the total number of equip slots up to 5!\n\n" +
|
||||
@@ -269,7 +269,7 @@ public class v0_8_X_Changes {
|
||||
"_-_ Released June 27th, 2020\n" +
|
||||
"_-_ 72 days after Shattered v0.8.0\n" +
|
||||
"\n" +
|
||||
"Dev commentary will be added here in the future."));
|
||||
"Dev commentary will be added here in the next major update."));
|
||||
|
||||
changes.addButton( new ChangeButton(Icons.get(Icons.DISPLAY), "New Hero Select!",
|
||||
"The game's hero select screen has been completely overhauled, and how shows off the heroes in more detail than ever before.\n\n" +
|
||||
@@ -478,7 +478,7 @@ public class v0_8_X_Changes {
|
||||
"_-_ 546 days after Shattered v0.7.0\n" +
|
||||
"_-_ 197 days after Shattered v0.7.5\n" +
|
||||
"\n" +
|
||||
"Dev commentary will be added here in the future."));
|
||||
"Dev commentary will be added here in the next major update."));
|
||||
|
||||
changes.addButton( new ChangeButton(new Image(new DM100Sprite()), "Misc Enemies",
|
||||
"_DM-100s_ have been added to the prison to replace gnoll shamans. They behave very similarly to prison shamans, but have a few stat tweaks:\n" +
|
||||
|
||||
Reference in New Issue
Block a user