Practically rebuilt from the ground up, this latest build features: - new drink temperature hazard mechanics - a more robust cover/detection system - walking NPCs - randomized drink placement - a quest - a dialogue system - dynamic button icons - more rooms
The patch will be delayed until tomorrow (Sunday, July 7th) because of 4th of July celebrations setting me back.
This patch will introduce a tutorial. I got some feedback and I feel that it's more important to get a tutorial in the game than it is to address more bugs (but there are more bugs I'll be working on next week).
Fixes
Solved #issue/0046; Ending the turn after a victory will disable the end turn button, but it will still be the player's turn.
This issue was unintentionally caused by a change in the button code which deleted a return statement. With this, buttons would always function as though it were the player's turn. So the player could end the turn when the match was over.
Features
Implemented a feature to modify the board size during runtime, which was necessary for creating a tutorial. I thought this would originally take me an entire week, but I was able to get it done in an afternoon, which thankfully gave me more time to work on the tutorial.
A basic tutorial to teach the core mechanics of the game.
To do
More issues to be solved.
A feature which changes the board size to a larger board (the current board is a radius of two, and I want to introduce a radius of 3).
I am sure the tutorial will need more refinement, so I'll be looking at ways to improve it as time goes on.
July Roadmap
I had promised a roadmap for July (and I will give one), but this is my first ever commercial release and with that I've realized just how unpredictable things can be. Priorities change each week, and it's hard to know what tasks should be worked on first. So take this roadmap lightly, as it may change. But every task within this roadmap is something that I intend to work on regardless.
Week 1 (Release on July 7th)
(nearly finished) Tutorial
(finished) Fix some bugs
Week 2 (Release on July 13th)
Implement gauntlet system with win streak and varied board sizes
Fix some bugs
Refine UX
Week 3 (Release on July 20th)
Add 1 new enemy-only card (Hierophant, a ranged grappler)
Improve Smart Draw system and computer opponent decision making
Fix some bugs
Refine UX
Week 4 (Release on July 27th)
Add 1 new offense card (The Hanged Man, a melee pull)
Introduce modest save system for storing gauntlet runs and system settings
Meowllo! Small patch to add in "Resource Spawning" options into the gameplay tab in the settings.
Now, you can control whether or not the resources (trees, grass, flowers, bushes, rocks, etc.) will respawn in the town or the farm separately. You can toggle these at any time.
Hopefully, this makes your dream island designs easier to work around!
As for how 0.9.4 is coming along, it's taking a while! There's a lot of things stuffed inside this quest update, so it's taking longer than expected.
There will be new quest types and ways to pass your days on the island, so I hope you can understand the wait!
6.8.0.0 Added CPU and GPU cores for using CPU convert low bitrate video 6.8.0.0 Added srt and pdf for editor export 6.8.0.0 Fixed history record 6.8.0.0 Fixed camera for full screen 6.8.0.0 Fixed a bug with pdf convert