Saturday, February 28, 2009

Plague 3.16

  • stopped another weapon drawing bug that allowed drawing on unseen used weapons
  • can only pickup one of each weapon type now (no point in being greedy for the current game feature set)
  • fixed bug where soldiers didnt know they had ammo
  • fixed bug where survivors didnt share weapons
  • fixed bug where guns couldnt be picked up after they had been dropped
  • transferred player weapons over to new maps (in a ugly way, but it was quick)

Friday, February 27, 2009

Plague 3.15

Two major changes: 
  1. My thanks to Michael Stone for speeding up the fire simulation - it is really fast now (it uses Numpy). Thanks Michael, you've made my day.
  2. Plague keeps your score between games and the higher your score, the harder Plague becomes. Post your high scores on the blog (until I do something more clever - suggestions welcome).
Detailed changelog:
  1. Michael Stone integrated NumPy into Plague leading to a very decent speed increase in cellular simulations – fire simulations are much quicker now, playable even. Thanks very much Michael!
  2. incendiary grenades leave behind phosphorus that continues to burn after the initial flash of heat.
  3.  guns dont automatically reload unless they are currently being used 
  4. stopped guns from being drawn when they werent visible to the player 
  5. made concussion grenade shockwaves hurt more and push less 
  6. your score is conserved between battles 
  7. the larger your score, the harder the game gets (more hives and more zombies) 
  8. started adding leaders and followers

Saturday, February 21, 2009

Plague 3.14

Lots of backend changes have been made (which also impact gameplay). I think I've found all the bugs, but if you find anything, or anything that doesnt seem to work "quite right" or as expected, let me know. Cheers, and enjoy!
  • changed survivor sim ai so that they change to the best gun they have (ammo permitting)
  • nerfed sniper rifle a little
  • nerfed the zombies a little – it was too hard
  • added more of Sean Lange's artwork, and his implementation of a shotgun.
  • Implemented inventory for sims
  • rebalanced grenades and guns a little
  • changed the ways guns and ammo interact
  • made laser make its own (non-universal) ammo

Saturday, February 14, 2009

Pygame 313 known issue

I changed the way bullet trails were drawn at some point, because of the new way I was handling bullet physics, and it has introduced an "error" where it looks like bullets bounce off fog. They dont, thats just the visible part of the trajectory being interpolated (incorrectly, I need two separate draw lines). 

I'll fix it eventually, but I really want to concentrate on getting action RPG type stats into the game instead.

Plague 3.13 - much delayed

I really should've released this version 2 weeks ago. I've spent the last two weeks doing work thatI wanted as part of the 313 release, that hasn't paid off. Gutted. Stuff that makes a diff to the game in bold below.

Stopped using JSON and started using pickle as file saver/loader. Pickle, being part of core Python, just worked.
Altered draw_image code and image class to internalize elevations of images – so I can pull images as part of an inheritance diagram
Changed physics constants so that they are referred to in a attrs dictionary instead of as attributes of the sim
Fixed shockwave physics so that energy and momentum aren’t carried along the edge of the map. Energy and momentum are now carried off the map. 
Fixed sim shadowcasting so that the tile you are in does not block sight. Allows LOS as originally intended (there has been a kludge in there for ages).
Added “excludes” to make_win_exe as TKinter started being included as well as numpy – don’t know why.