Games > Shadow Wolf

Update List

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Dragyn:
This is where I'll be putting the updates.  For now, I'll just put the whole log in one post.  Future additions will be in separate posts, however.

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[spoiler=Update List]
   Feb 1, 2010:  Project Started.  Rudimentary platforming engine constructed.
   
   Feb 2, 2010:  Gravity added, sprites for Mitz Aeori begun
   
   Feb 3, 2010:  Mitz Aeori implemented as player character
           HUD added.
   
   Feb 10, 2010: (Poor record keeping.  Lots added since last note)
            Platforms, Blocks, Hazards, and Props added to environment.
            Weapons added.  Mostly Just ranged projectiles for now.
            Several  tentative "final" maps added.
            
   Feb 13, 2010: Basic Combo system implemented.  Combos now need to be added for each character,  but can be used once added. 
            each combo will need it's own animation, or to be mapped to a default.
            
   Feb 14, 2010:  Combo MP cost implemented, along with MP regeneration and MP HUD display.
                              MedKit item added, and Item Framework built.
   
   ------No info for some time, here.  My fault.  Not been logging things.    -Dragyn
   
   March 22, 2010:
       XNA Redesign in progress, and has been for some time.
      To Date:
         --Rudimentary platforming engine (re)constructed.  Gravity added.
         --Platforms to stand on and blocks to run into re-implemented.
         --Bullet lists added, and basic functionality restored.
         --Mitz Aeori implemented as player character.  Walk, standing attack, fall and jump animations added.
         --Jump Attack and crouch attack functionality restored.
         --Xbox controls added.
         --Local Multiplayer control loop implemented.
               
               
   March 23, 2010:
      -HUD re-implemented
      -Re-implemented decorative props.
      -Re-implemented Traps and Hazards (Acid and Lightning traps), with Invul and Knockback
            ® Hazards are a subclass of Sprite, and use the Sprite draw function, allowing me to leverage the Sprite's  Stretch/Loop image, as well as the newly-added animated Sprite (for which you add an array of Textures instead of a single texture in the constructor)
      -Add Death Animation to Mitz
         
   March 24, 2010:
      -Minor bug handling changes.
         
   March 25, 2010:
      -Sprite rotation handling added.  Call function setRotationInc(float angle) to set up the rotation.  Origin will be centered.
      -Hazard class rotation handled.  Moves the collision rectangle to reflect the centered origin.
      -Idle Animation added to Mitz
      -Fall Attack animation and functionality added to Mitz.
      -Walk animation bug fixed.  Now shows all frames of animation, rather that all but the last.
      -Hero graphics load script optimizations.
      
   March 26, 2010:
      -Allow for "zoning" between maps.  (Offload one map, load up the next, put people in fairly close approximations to their previous positions.)
      -Added bullet collisions between players.  You can't shoot yourself, and a Boolean value is to be set to determine whether team damage is on.
      
   March 27, 2010:
      -"Impact" graphics added.  A cartoon-esque burst appears whenever damage is dealt, or a bullet hits a wall.
      -Added destructible objects (Doors).  Such objects have graphics for full health, half health, and dead.
      
   March 28, 2010:
      -Item handling added.  Falling items will bounce, and items will slide off the edge of platforms they aren't all the way on.
      -Medkit item added.  Heals 25 HP.
      -Dead players who somehow gain health, by medkit, cheat, or theoretical special ability, now come back to life.
      -Enemies added.  So far, only Mitz (and that only temporary), but the framework exists.
      -Enemies can only shoot allies.  Allies can only hit enemies.  (The rules change when ally damage is on, though)
      -The AI will now move to avoid hazard, if it can.  Sort of, anyway.
      
   March 30, 2010:
      -Extensive character Load script modification.  Characters now load data from a text file, which allows for more diverse information to be readily modified and stored.
      
   March 31, 2010:
      -Load script modification:  characters now store "Collision clip" values for each side, allowing for space where image is drawn, but collision does not occur (esp. Mitz' tail and Hair)
      -Debug Toggle key set (0)-- I'll probably disable this before any actual release, but it's still good to note.
      
   April 1, 2010:
      -Black Mask added around map edges.
      -Moveable Sprite support added.
      -Moving hazards added, leveraging the newly added Moveable sprite system
         -Sprites that move off the edge of the map re-enter the map from the opposing side.
   
   April 2, 2010:
      -Bug Fixes.  Nothing major, here.
      
   April 3, 2010:
      -Item collisions fixed.  Collision area now matches the graphical representation of the object.
      -Basics of a combo system implemented
      -Mitz' Super Jump combo implemented.  Yay for Castlevania standbys.
      
   April 4, 2010:
      -(Happy Easter, all, and Happy Birthday, Me!)
      -Ranged Attack combos added
      -Mitz' Doubleshot (ranged attack combo) added
      
   April 5, 2010:
      -Move Action mirages modified.  Color can now be set.
      -Multiplayer Framework rewritten for versatility--any combination of controllers can be used.
      -Close Actions (Melee-Range specials) now load, though they don't do anything yet.
   
   April 6, 2010:
      -Close action implemented
      -Mitz' Electric attack added.
   
   April 8, 2010:
      -Level building in progress.  Nothing specific, just setting up the layouts and zone points, for the most part.
      
   April 9-12, 2010:
      -Bugfixes and grinding levels.  Nothing really noteworthy, here.
      
   April 13, 2010:
      -Engine rewrite.  I realized the current method wouldn't do what I wanted, so I changed some things.  Pretty much the whole thing, actually.  Should run more efficiently, as well, though not likely enough to notice, even on an old machine.
      
   April 14, 2010:
      -Engine rewrite, continued.  Maps are now defined in their own, individual files.  This gives me considerably more freedom, and the ability to script events on a by-map basis.
      -Combo fix:  No longer does the "retreat step" style movement combo occasionally move you the wrong way.
      -Combo change:  combos now have cooldown entries, and can't be used until cooled.
      -Frame Rate displays in debug mode
      -Character Variables added for scripting and cutscene handling.
      
   April 15, 2010:
      -Boss Fight Arena 1 built.  Needs a boss and scripting, still, though.
      
   May 18, 2010:
      -General Debugging, Vacation Time, and basic level design  happened between listed dates.  My recording needs work.
      -Moving blocks can now crush players/monsters, provided the block is moving downwards.   Platforms cannot be used to squish players, because platforms only interact with players from above.
      
   May 22, 2010:
      -Rewrote the moving object script.  Multiple movement paths can be applied to a single object, allowing for more intricate paths.
      -Versus mode functionality added.  Still unfinished, but present.
   
   August 3, 2010:
      -Character "Phase" dropped from list due to complications with abilities.
      -Character "Black" adopted as next character for work.  Human form walk and Atk1 animations added.
      -Melee attack animation handling implemented.   Melee attacks still unable to deal damage.
      
   August 6, 2010:
      -Character Load system rebuilt, allowing for greater flexibility and differences between characters.  Each character now has their own class.
   
   August 7, 2010:
      -Melee enemies no longer kill themselves when attacking.
      -Enemy Class merged with Character class, and AI script added under Character.  This allows me to reuse character-specific scripts for enemies as well as allies, if necessary.
      -Melee Attacks now do the proper amount of damage, rather than dealing damage each frame
   
   August 13-15, 2010:
      -Black has jump, fall, walk, attack1, walkAttack1, and rough versions of recoil and death animations.
      -Support for moving while attacking added.  Character with no walkAttack graphics will have to stand still in order to attack.
-Knockback can no longer push people through walls.
-Jumping while directly underneath a block object no longer pushes you through the floor.
   
   August 16, 2010:
      -Minor bug fix regarding combo input--holding the attack key will no longer interrupt combos with a duration.
-Sketch version of Black's crouch and Crouch attack animations added.
      -Crouch attack stats divorced from primary attack  (Melee only, at the moment)
      -Rudimentary stun functionality added.  Graphics still needed.
-Bugfix:  Melee characters in versus/ally damage modes can now hit players other than player 1.
      
   August 17, 2010:
      -Stun Effect fully implemented, complete with stars over stunned characters head.
      -Mitz' Stunned graphic added.
      -Melee Jump/Fall attack functionality added
-Black's Jump and Fall attack graphics added in sketchy version.
      
   August 20, 2010:
      -Double Jump Rewrite--Holding the jump key no longer makes you bounce forever.  Pressing jump mid-jump now is a proper double jump (rather than having double jump be a combo).   You must land before you can double jump again.  Mid-air jumps of the old variety still exist, but aren't standard.  Giving a character a double jump is now a simple boolean toggle.
      -Black's "Stunned" animation finished.
      
   August 22, 2010:
      -Characters now have character specific color entries, used for HUD interactions.
      -Game now returns to main menu if all party members are dead
   
   September 1, 2010:
      -Minor change to backend combo handling.  Should allow more versatility for programming, but shouldn't affect gameplay.
   
   September 2, 2010:
      -"Default ability" now mapped to the action key (X).  Mitz uses his lightning ability.  Characters with no default ability will treat the button the same way as before, and not do anything unless it's part of a combo.
      -Controls have been mapped to variables to allow control customization in the future.
      -Added a character selection screen to both versus and storyline mode.
      
   September 3, 2010:
      -Xbox controls added for character select.
      -No'Dachi master added
      
   September 4, 2010:
      -Updates to character selection screen backend.
      -Modification to draw area when on an Xbox--it shouldn't have any problems with important elements getting "cut off" by the edges of the screen.
      -Game now loads resolution values from config.ini  on PC.  However, it has to be changed manually, for now.
   
   September 5, 2010:
      -Clone function added to Character class.  This means that multiple instances of a unit can be spawned without having to reload everything each time.
      -Basic level up system added.  Still needs work, but it exists, nonetheless.
   
   September 6, 2010:
      -Background music implemented.
      -Background Music added to Acid plant areas.
      -Nodachi hitboxes adjusted.
      -Animation bug fixed.
      -Sound Effect added for Mitz' gunshots.
      
   September 7, 2010:
      -Sound effects added for Nodachi attacks.
      -Game now loads sound volume factor from config.ini file.
      -Game now loads fullscreen value from config.ini file.
      -Music file compression increased.
      
   September 28, 2010:
      -Update order changed.  Players now updated after everything else.  Looks much better w/ moving platforms.
      -Team handling changed.  Players are now on team 1, enemies on team 2, by default.  Enemies on different teams will fight each other.

[/spoiler]

Dragyn:
Only 1 thing done since last time, but it's significant enough I'll put it here.

[spoiler]
   October 25, 2010:
      -Updated to XNA 4.0
      -Graphics calls optimized for 4.0 (which is actually more efficient than 3.1)
      -Load calls optimized for 4.0
[/spoiler]

What this means:  Not much.  It looks and plays just like it used to.  As for you end users, all it means is you'll have to download the newest version of XNA, so sorry about that.

Why I made the switch:  because I no longer own a copy of Visual Studio 2008.  I thought I'd backed it up, but apparently I didn't, and my liscence to it (apparently) expired as soon as I no longer had a copy.  (A caveat to students who get things through the MSDNAA (Microsoft Developers Network Academic Alliance):  that licence lasts forever, or until the software is no longer installed and you don't have a backup.).  My old CS teacher gave me a copy of 2010, but 2010 only works with XNA 4.0, so I have to catch up with the times. :P

So yeah.  That took a day.

Tvorsk:
You know, you can do XNA in the free Visual C# 20xx Express Edition... but either way, yay for optimization!

Dragyn:
I am aware, yes, but either they no longer offer XNA 3.1 for download, or that part of their website was just broken.  Either way, I figured I need to learn 4.0 eventually, anyway.

Tvorsk:
Microsoft XNA Game Studio 3.1
XNAGS31_setup.exe - 73.2MB
http://www.microsoft.com/downloads/en/details.aspx?FamilyID=80782277-d584-42d2-8024-893fcd9d3e82&displaylang=en

First hit in Google search... I agree, the internal MS's search is really bad.

But hey, if you have machine that can handle VS2010 (I don't), sure, 4.0 IS better.
Best of luck!

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