All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
1.0.0 - 2023-01-15
- Entities generation from a config file. All items except the player and the Amuelet of Yala are definded in this file
- Each entity have now a base attack value. The player can increase its attack with weapons. The weapons are store like other items. You don't have to use it to have its effect
0.12.0 - 2023-01-12
- New floor system to increase the number of playable level. Now the Amulet of Yala is spawn only in the last floor. The items are kept when the player change of floor. The current number of floor is set to 3
0.11.0 - 2023-01-10
- Usable items (potion to heal and map to reveal all the floor)
- Inventory system to store and use item
- Healing by waiting
0.10.0 - 2023-01-07
- Map are now created with a random algorithm
- Cellular Automata algorithm to create more organic map
- Drunkard algorithm to create cave like map
- Empty map to create an empty room
- Prefab rooms to inject into map
- Theme for map (Forest, Dungeon)
- Chose random Theme for generated map
- MapBuilder now handles multi map generator algorithms
0.9.0 - 2023-01-05
- View Field for player, he have a sight of 8 tiles
- View Field for monsters, they have a sight of 6 tiles
- Monster can pursue the player only he can see him
- The map isn't discovered by default, the player can only know if he has already discovered a title
0.8.1 - 2023-01-04
- Only a single monster spawn at the center of the room
- Screen size is fixed this a lower size
- HUD interface size is fixed, this with the HP bar and the tooltips are now functional
0.8.0 - 2023-01-03
- Game over screen at player death
- Victory screen at player victory
- Amulet of Yala is now spawn on the map
- If the player finds the Amulet of Yala than a won
- Now the game don't crash at player defeat
0.7.0 - 2023-01-02
- Chasing system for monsters. Now the player is hunted be a horde of monsters. Currently, the used algorithm is Dijkstra pathfinder.
- Player have now only 10 HPs to increase difficulty
0.6.0 - 2023-01-02
- Combat system for the player. Now when the player moves to a tile and an enemy is here then the player initiates an attack. The damages are fixed to 1 HP
- Combat system is implemented for monster to. Monster cannot attack each over. The damages are fixed to 1 HP
- Now Waiting allows the player to heal himself of 1 HP
0.5.0 - 2022-12-31
- Hud interface for player HP
- With Hud interface the enemies informations can be showed if the player move it's cursor on a monster
- Monster spawner rework to add informations to monster and increase readability
- Spawn Rate is now to: 50% for goblins, 30% for Orc, 15% for Ogre and 5% for Ellin
0.4.0 - 2022-11-01
- Enemies random move
- The moves are now handled by a message system to decrease code complexity
0.3.0 - 2022-10-31
- 4 kinds of monsters
- A single random monster is created in each rooms
- The collision of a player and a monster resuls in the death of the monster
0.2.0 - 2022-10-31
- Migrate project architecture into an ECS one to handle the increased of the complexity of the project
0.1.0 - 2022-10-29
- BTerm GameState implementation
- BTerm Main Loop implementation
- BTerm context
- Map composed of wall, floor
- Rooms generated randomly
- Corridors link Rooms
- Player
- Camera which follow the Player
- Graphics to all Tiles