10/01-09/2018
- Blur and reflection shaders implemented for water borders/depth/shadows and object reflections respectively
- Player movement collision detection mechanics implemented (finds the next closest collision-free location from the desired direction)
- Implemented player interaction using space-bar to target nearest interact-able object
- Implemented enemy randomized movement using a variation of the new character movement function; auto-retaliation works and objects will move if their attack target is too far away
- Added character skeleton sprite creation functionality; NPCs now all start with a randomized setup, using unique combinations of which you likely will have never seen before
- Randomly generated resource sprites implemented
- Mountain generation using new sprite creation logic implemented
- Added countless functions with updated parameters; most are duplicated from old file, but most are polished in one way or another – sometimes rewritten entirely
- Added input fields and drop-down button lists
- Loading status strings display while generating a new area, the purpose of which is to indicate when/where potential crashes occur during the loading process
10/10/2018
- Custom sprite function calls added for structures and the remaining resource variants
- Custom mountain sprite creation improved
- Character-view rendering optimized and customized sprites now auto-cropped and flushed/deleted as necessary (with some exceptions here and there)
10/11/2018
- Movement particles added based on ground being walked on
- Memory leaks eliminated after restarting each room (all data structures and custom sprites created using surfaces are now properly removed from memory)
- Island map custom sprite created during the initial load, with mapping objects to track the areas you have explored
- Varying mountain cliff elevations implemented
10/13/2018
- Added seasonal changes; the leaves on trees will change in the fall, become covered in snow in the winter, and regrow in the spring
- Implemented keyboard controls further: left-click to perform action on nearest available object (or use space-bar), right-click an object to display its possible options, and hold left-shift while moving to run
- Implemented the use of setting random seeds to easily return to rooms that were generated a certain way based on the seed
- Party/group HUD added, and character adding/removing/switching/following implemented
10/15/2018
- Fixed/updated GUI sequence functionality, most notably the way notifications work and the drop-down action list for objects that you click on
- Smoothed out area loading process to minimize the processing required for each game step
- Implemented water travel using the new movement controls
- Rewrote logic to generate path sprites to allow for preset starting and ending points
10/16/2018
- Mountain inclines implemented when overlapped by a path object
- Members in your party that are following you will aid you in any actions that your perform
- Loading sequence updates (continued to divide each part of an area’s initial load into smaller and smaller parts)
- Huge improvements to light source shadow drawing
10/1 7-23/2018
- Implemented custom sprite saving & loading for all objects to limit memory space required
- Updated loading sequence to perform less generation functions each step, based on the total number of objects being generated
- Further optimized calculation & rendering performance for each game step
- Updated loading screen to have party character sprites fade in as the world is generated, and display a faded map overview once the sequence is complete
- Water and mountain sprite merging/blending updated
10/24-26/2018
- Transition effects added, and resolved active view bugs
- Ground surface drawing added with new ground-based scenery objects
- Resolved path generation bugs with fixed starting and ending points
- Water border sprite generation updated to increase the POV aesthetic
- Item sprite generation and inventory system started
- The leaves on trees now animate using particles to simulate a breeze
10/29/2018
- Transport sprites now drawn with occupant characters
- Various layout object sprite bugs sorted out
- Ship color variations implemented
- Sprites updates for boat, mountain, and path objects when located in water
- Path support beams added
- Achievement system added
- Loading screen transition and displays updated
- Implemented ship customizations (hull, rudder, keel, mast, rigging, emblem, etc)