OpenValley/changelog.md

4.7 KiB

Alpha 0.06

  • Removed the experience bar, which will be inserted in the skill menu, together with the other bars currently disabled
  • created 100 trees, cuttable, to add to the farm map
  • use tools now costs energy points

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Alpha 0.05

  • added the parallax for the day/night cycle that with the latest version of flare can be loaded via event
  • added lights to the windows of the farm that turn on and off at set times (will be implemented when I reimplement the hours)
  • added tools and money icons
  • added sounds to the farm map
  • Removed the ability to create alternative stash. The engine does not allow it
  • Started the creation of the village map
  • the main character can cut trees, using only the axe tool, that drop wood (animations are still missing)

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Alpha 0.04

  • started again the creation of the maps, from scratch, using tilesets completely different from the originals. all to avoid copyright issues
  • cleaned up folders from unnecessary files
  • added a save point with popup message
  • added a kind of refrigerator where to put objects (for now it works very badly)

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Alpha 0.03

  • updated the game to today's date March 12, 2021
  • completed the "secret woods" map and created some "hidden" passages
  • hidden the teleport icons for map change and enemy from the minimap

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Alpha 0.02

  • continued to work on the file /maps/spring_forest.txt
  • expanded the file /tilesetdef/spring_outdoor.txt

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Alpha 0.01

  • added home screen
  • changed life bar and energy bar textures
  • added some background noises (birds and water)
  • added a couple of little music
  • added the 7 initial maps, at character creation (even if there are not all the maps yet)

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  • feb. 22, 2021 - update mail folder
  • fixed the days of the week bug and added dates and seasons (for now years will not be implemented)

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  • feb. 20 2021 - update main folder
  • disabled all automatic saves: you only save when you go to sleep (even if it doesn't work perfectly)
  • finished the map crossroad.txt and started the map forest.txt
  • created the links between crossroad and forest and between forest and farm
  • if you download the .7z file, you must replace the files in the OpenValley folder with those found here
  • currently the days are bugged... I have to figure out what I did wrong

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  • I have updated the files to today's date: February 18, 2021
  • I managed to get the time and the days of the week to work correctly (when starting the game the first day is NOT shown because I still have to finish setting the icons correctly)
  • I uploaded a zipper file with flare and the game, so you only need to download the zipper file to try it, without having to download anything else (windows only) - the zipper file only weighs 29.1mb

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  • feb. 15 2021 - update main folder
  • add /soundfx and /map/parallax folder
  • now the character can move on three maps (crossroads is not finished yet)
  • update the TO-DO.md file

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  • feb. 13 2021 - update the main folder
  • updated the file /map/farm.txt and the file /tilesetdef/spring_outdoor.txt

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  • feb. 12, 2021 - update the main folder
  • changed the system that marks the hours (to be improved, currently does not work graphics due to a bug in the engine)
  • the game now starts inside the farmer's house
  • created the first teleport that leads to the farm (currently not the tilesetdef)
  • when the time arrives at 12.30 am the character is teleported to his bed (and should trigger a new day, but I have not yet implemented for technical problems)

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  • feb. 07, 2021 - update the main folder
  • created a test npc, which moves and with which you can interact (not while moving). Flare allows you to create only static NPCs, so I had to adopt alternative solutions
  • I am continuing to insert all the tiles of all the tilesets.... it's a big and tedious job, but it's progressing... in more I am adding also the tiles of the various animations, hand to hand that I find them

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  • deleted the folders with the seasonal maps... I will add them again when I have completed all the maps

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  • subdivision of the maps into subfolders, to make everything simpler and cleaner
  • added (basic) maps for each season

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