Bleak Aether - Patch Notes
0.19a (1230993) - July 5. 2022
Gameplay
+ New WASD keyboard input as default input mode
+ New attack system
+ Rework modifier system
+ Add modifiers for damage reduction, block and dodge
+ Add modifiers for chain and homing attacks
+ All modifiers for monsters will show up on monster label
+ Player now gains a power up modifier on finishing an area
+ Game summary module on death
+ Add button to go to summary on death
+ Add transition to select level when all monsters are dead
+ New weapons can now drop
Graphical
+ Improved settings menu (press ESCAPE)
+ Add attack impact animation
+ Power up GUI graphics
+ System for pointing to reminding enemies
+ Death Animation
+ Rework weapon drawing system with colored modifiers and damage summary
+ Weapon DPS comparison
+ Ensure drawing of weapon is inside camera view
Technical
+ Refactor game files, split ECS files to core and features
+ Area of effect collision handling
+ Implement engine speed variable
+ Add engine speed settings (press P during gameplay)
+ Add cheat system (press left-alt during gameplay)
+ Add better support for binding UI components with LibGDX
+ Migrate to new attack collision resolve system
+ Rework modifier system, now much easier to generate base types
Bugfix
+ Fix render bug when transitioning between modules on Mac
Other
+ Add system for sound
+ Add cap system for sound effects, effect of same type wont overlap
0.18a (0ba7269) - April 17. 2022
Gameplay
+ Add a main menu screen
+ Selection of areas you can now pick is based on your progression
+ Add invulnerability frames for dodge animation
+ Add controller support
+ The game now has a way to track progress, check out save.json
+ World generation is now smarter when picking areas to place
Graphical
+ Add smooth transition between scenes
+ Add parallax effect to the main menu
Technical
+ Add config file (config.json)
+ Add save file (save.json)
+ Add output logfile (game.log) and option to toggle it
+ Split lightning in to two render passes. One for shadows cast by box2d
objects and one for light up items and the area around the character
+ Add metadata for spawn rate and max occurrences to area editor
+ Use area editor metadata for world generation
+ Migrate to libGDX 1.10, and Kotlin 1.6.20
+ Improve performance with render passes
+ Save config on quit
+ Improvements to the logfile
+ Refactor core game modules, remove setup step in favour of using init { }
as this solves issues with setup being called twice in some cases
Bugfix
+ Fix scaling when resizing after light and shadow framebuffers has rendered,
you can now resize the game and maintain the correct aspect ratio
Other
+ Main menu soundtrack
+ Update damage taken sound
+ Add presentation module (PowerPoint)
0.17a (e6833f3) - January 20. 2022
Gameplay
+ Add grace area for monster spawning (player will spawn outside aggro range)
Graphical
+ Add box2dlights for shadows and lighting effects
+ You can click [L] to toggle lighting effects
+ Removed all old pre generated areas and made new ones
+ Update key binding info (bottom left screen)
Technical
+ Created a typesafe asset manager
+ Migrated all assets over to the asset manager
+ Improved the area editor with a new tag system that works with the new asset manager
+ General refactoring
Bugfix
+ Fixed some issues with assets not being loaded correctly
0.16a (badf60a) - January 9. 2022
Gameplay
+ You can now dodge through monsters
+ Reduce loading time when generating an area (its now 20-30 times faster)
+ Add music by Karl Casey @ White Bat Audio to the game
+ Add sounds for attack, dodge, zombies, footsteps and explosions
+ Increase dodge animation length
Graphical
Technical
+ System for lazy loading sounds and music
+ Directional sounds based on camera position for mono audio
+ Change when the screen clears when drawing gfx
+ Clean up logging and add a profiler to aggregate timed calls
Bugfix
+ Fix bug in animation system that caused initial movement
+ Fix bug that cause state to be triggered twice in animation system
0.15a (1a192c6) - January 3. 2022
Gameplay
+ Rework camera. Camera now follows the player smoothly.
+ Add boss fight with screen-wide health bar.
+ Numbers of monsters / mini bosses displayed in the level select screen now
corresponds with monsters in the game world.
+ Add bounds for game world.
Graphical
+ Add new graphic for hexagon tiles.
+ Add bleak forest tileset.
+ Add fire based boss tileset.
+ Rework shadows (now circles instead of mirroring sprite shape).
+ New graphics for trees.
+ New graphics for road tiles.
Technical
+ Detach game loop from render speed. Use frame delta for all logic instead
of fixed frames per second. Game now runs at the same speed independent of
FPS.
+ Add virtual camera system to keep track of camera movements and
calculations. Allows for multiple camera styles.
+ Remove unused forrest tiles from editor. Add bleak background to editor.
+ Better tile visualization. Scales with size.
+ Update visualization of worldgen.
+ Bezier implementation.
+ Delta for graphic velocity.
Bugfix
+ Fix scaling of mouse pointer when changing the camera zoom.
+ Update movement speed for loot pickup.