This is Development Release Alpha 0.0.4. It features:
A bunch of fixes:
- Improved the playback of sound effects
- Lots of tweaks to particle effects
- Performance tweaks. The biggest one is entities that represent items will now combine if there are too many items in a sector.
- Explosions calculate force correctly.
- A lot of info is now cleanly exposed to json.
- Changed the default UI font to DejaVu Sans.
Some new features
- A new player menu. This combines the floating inventory and sector select menu of previous versions into a tabbed interface.
- The sector select menu has been changed to reflect future plans that will limit travel: the player can only travel two squares. Later, this will reflect the distance the player is able to travel with constraints on oxygen and stamina, but without those implemented yet, I've imposed an arbitrary limit. The colored stripes will indicate whether you have the resources to return
- Instead of a separate inventory menu, it is combined with a creative mode menu. This lets players cheat in stacks of any item to their inventory, including items that represent blocks and tools.
- Players can place items that represent blocks by right clicking near them. This follows most conventions for placing blocks in games like this: you can't place a block on something that isn't solid, and you can't place a block very far away from you. You can place blocks through other blocks, unlike the builder. These differences are to make block placement feel different depending on whether you use a tool or place them by hand,
- On that subject: the builder now uses blocks from your inventory. It looks to the left and right for an item that represents a block and places that at the indicated location.
- I've added a suite of example items and blocks partly to show what's possible with the engine, and partly so that those inclined can look at the json and play around building their own toys.
This release comes before I go away for a weekend to play in GP San Diego (it's a Magic: The Gathering tournament), which is exciting, but meant I wanted to get this out before I was busy for four days. It's got a bunch of little display things added, most importantly a viewport, which makes it easy for me to reverse-mask things, and a simple tweening engine, which makes it easy to create the ease-in effects on the main menu. I wanted to focus on UI with this release because I had already implemented a lot of the example blocks, but I couldn't let players try them without a menu to select them from.
- Tooltips in the creative menu are clipped.
- Looping sounds sometimes stop playing.
- Explosives look like pumpkins.
- Mashing tab can make the player menu jump around.
- The Linux build can take a long time to load. I don't know why.