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802 bytes added ,  00:28, 25 August 2009
Release 0.2.6 - bug fixes and new features
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| type        = arcade game
 
| type        = arcade game
 
| author      = [[User:steaky1212|steaky1212]], silus
 
| author      = [[User:steaky1212|steaky1212]], silus
| version    = 0.2.5
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| version    = 0.2.6
 
| licence    =  
 
| licence    =  
 
| download    = http://code.google.com/p/liqwiidwars/downloads/list
 
| download    = http://code.google.com/p/liqwiidwars/downloads/list
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--UPDATE--
 
--UPDATE--
Pre-release of v0.2.5 available for download.
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Pre-release of v0.2.6 available for download.
    
== Controls ==
 
== Controls ==
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|}
 
|}
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== Features ==
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* 2-4 Players
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* Gradient calculated for each player
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* Player can choose army colour
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* Options for Attack and Defense Stats
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* 2 Maps and a third unique random map generator.
    
== Progress ==
 
== Progress ==
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*19August2009: Apparently I have been spending too much time on it, as I am issuing another release. This one is fully playable, with 2 maps to choose from as well as Attack/Defense characteristics, and a nicer Menu.
 
*19August2009: Apparently I have been spending too much time on it, as I am issuing another release. This one is fully playable, with 2 maps to choose from as well as Attack/Defense characteristics, and a nicer Menu.
 +
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*25August2009: This will be the final release for a while now. I have not got my head around the graphics libraries and which one is best suited for my needs. Because of this the health colour, and map loading will be difficult. To offset this I have doen the following; players can choose the army colour, and Map3 is a random map generator. Bugs are fixed.
    
== To do for next release ==  
 
== To do for next release ==  
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== Versions Released ==
 
== Versions Released ==
=== v0.1.1 ===
  −
Supports 4 wiimotes.
     −
Paints red squares where the wiimotes pointing at.
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=== v0.2.6 ===
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New features include a random map generator and users are able to choose army colour. Fighters wont seed in a wall anymore - but might get trapped inside 4 walls. See Bugs for fix.  
   −
Gradient is calculated for each wiimote. The value for C1's gradient can be see by "looking" with C2.  
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=== v0.2.5 ===
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Same as before, except has more options and a win screen. Overall, looks more finished. Also, now has 2 maps.
   −
=== v0.1.2 ===
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=== v0.2 ===
Same as before but "fighter" will move towards cursor.
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Official public pre-release. This is the first milestone I wanted to reach. Algorithm works fine, fighters move closer to cursors, and will attack each other. Have coded in "holders" for various user options that are to be coded in at a later date. Only 1 map at the moment, but will add many more when proper GUI up and running.  
    
=== v0.1.3 ===
 
=== v0.1.3 ===
 
Algorithm now based around a queue based flood fill. This means fighters can go round walls. Other than that it is the same as before.
 
Algorithm now based around a queue based flood fill. This means fighters can go round walls. Other than that it is the same as before.
   −
=== v0.2 ===
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=== v0.1.2 ===
Official public pre-release. This is the first milestone I wanted to reach. Algorithm works fine, fighters move closer to cursors, and will attack each other. Have coded in "holders" for various user options that are to be coded in at a later date. Only 1 map at the moment, but will add many more when proper GUI up and running.  
+
Same as before but "fighter" will move towards cursor.
 +
 
 +
=== v0.1.1 ===
 +
Supports 4 wiimotes.
 +
Paints red squares where the wiimotes pointing at.
 +
Gradient is calculated for each wiimote. The value for C1's gradient can be see by "looking" with C2.  
   −
=== v 0.2.5 ===
  −
Same as before, except has more options and a win screen. Overall, looks more finished. Also, now has 2 maps.
      
== Known Bugs ==
 
== Known Bugs ==
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* <s>New algorithm based on flood fill causes stack overflow. Might be able to overcome with mesh or different implementation of same algorithm.</s>
 
* <s>New algorithm based on flood fill causes stack overflow. Might be able to overcome with mesh or different implementation of same algorithm.</s>
 
* <s>No collision detection on fighters</s>
 
* <s>No collision detection on fighters</s>
* <s>Player 4 has no army on map1 - tries to seed inside a wall. Quick fix will sort this out, but I want to do other changes at the same time.</s> - Fixed in 0.2.6 Unreleased. Map 2 is more exciting anyway.  
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* <s>Player 4 has no army on map1 - tries to seed inside a wall</s>
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* Army can get trapped inside 4 walls in random. I tried a fix, but it didnt work, so currently Player1 can demolish walls. This could be the start of different game types but watch this space.
    
== Subpages ==
 
== Subpages ==
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