AGE Update Log (September 2018)

09/01/2018

  1. Light sources that overlap now blend more appropriately, and mountain/cave light source adjustments improved
  2. Mountain/cave colors updated to be more distinct
  3. Flood effect improvements continued (collision particles added)
  4. Claim-banner structure object added (used for claiming new islands)
  5. If an NPC is hidden by a larger object, it will now be outlined in yellow
  6. Opening sequence foundation logic fully completed

09/02/2018

  1. Mouse string (hovered entity) expansion transition implemented
  2. 7 new biomes added, and individual biome appearances randomized/altered for each world to increased variety even further
  3. Biome selection options added to main menu prior to map load
  4. Tsunami animation created
  5. Wormhole particle system animation created
  6. Electricity conductor structure added
  7. Wall sprite positioning/depth issue fixed and converted to a single indexed sprite for future convenience
  8. Dialogue windows updated and response buttons changed to display entire strings
  9. Started unique NPC comments/phrases to use during dialogue based on their personalities

09/03/2018

  1. First official enemy created (with boss variant)
  2. Custom areas are now expanded with room for randomly generated exteriors (the custom object placements are moved to the center)
  3. Space station cut-scene created and space station room/area started
  4. Room progress bar changed to a progress pie
  5. Several nightmare bugs fixed

09/05/2018

  1. Bug fixes involving backgrounds, light sources, and camera views
  2. Space station room layout/effects/ambience continued; a handful of new objects created for the area
  3. Wormhole transition implemented into the opening sequence with sound effect
  4. Cave flooding waterfall particle effects implemented 
  5. Interface restructuring started

09/06/2018

  1. Party tab moved to top-left corner, and navigation buttons moved to the top-right
  2. Dreadful world-loading bugs fixed (until the next time…)
  3. Character sprite distortion particles added to wormhole cut-scene
  4. Custom NPC creation implementation started

09/08/2018

  1. Flooding object generation and performance improved
  2. Randomized NPC generation/spawning implemented

09/09/2018

  1. Space station sequence logical objective flow implemented
  2. Structure objects affected by flooding updated to appear partially in the water using a particle system, flooded mountain/cave objects also now use a particle system similar to standard water objects
  3. Character custom sprite creations only carried out when specifically required, and are properly deleted when transitioning between rooms (the former reduces initial loading time and the latter helps to minimize memory usage)
  4. Layout object sprites updated to appear less blocky
  5. Mountain/cave boundaries updated

09/11/2018

  1. Randomized water depths implemented
  2. Bridge support columns now blend with water
  3. Path/bridge object end-pieces are now drawn appropriately
  4. Particles for NPCs and transports that are located in water updated
  5. Waterfall implementation revamp started using a custom sprite, allowing for curvature and all-around better looking water flow
  6. Weather particles updated

09/12/2018

  1. Waterfall rework continued
  2. Various bug fixes / performance updates pertaining to the recent changes
  3. Started massive rework to the way area layouts are generated (should save performance, while also replacing the 96×96 objects with larger, custom ones with increased curvatures using a similar technique to the waterfall rework)

09/13/2018

  1. Path/Track rework started with important aspects functioning properly (overlapping detection, gradual curvature from point to point, and base-to-bridge transitions)

09/15/2018

  1. Path/Track rework continued; support beams generated as a new sprite index, and bridge transitions now generate properly

09/17/2018

  1. Path/Track bridge masks updated
  2. Waterfall curvature updated
  3. Water layout objects updated with particle effects mirroring the originals
  4. Area generation sequence reworked to accommodate the new layout generation functions

09/18/2018

  1. Area border generation updates continued
  2. Water layout object sprite-merging implemented

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