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, finally bringing Tournaments
A shorter changelog this time, however belying a lot the appearances in terms of under-the-hood complexity. This release is somewhat different, in that I have focused on a singular, large feature. Normally I am able to split things up and have more variation with regard to what I deliver, however this one has been pretty monolithical - and I wanted to provide a good, fully functional implementation. There are still things that need adding or need more work (e.g. medals, rewards, quick playing matches taking into account character stats, better character randomization output, etc.) - however they are not fundamental, and they are pretty granular, so I can address them over the next releases.
Speaking of the next releases - I will get back to the usual a-bit-of-everything sort of release. I hope v0.9.1 doesn't disappoint too many people with its singular focus, but if so then I'm really sorry. There are a few fixes and potentially slightly better performance that might still make it worthwhile, even if you don't care about tournaments.
- Game mechanics:
- Tournament game mode. Set up a tournament with between 3 and 18 participants, either picked from your predefined characters or randomly created based on a specific body type. Your selected character automatically becomes part of the tournament roster, and you are able to play their matches hands-on (as long as they have not been eliminated, and as long as you open the tournament using that same character). You can also watch any other match, or quick play it (this settles the match, giving it a random outcome). The tournament is saved between play sessions, so you can safely exit the game and find it in the same state when you next reopen it. It does not advance on its own, giving you the option to settle all matches in any order you like, while either playing, quick playing or watching them. Once all matches have been settled, the gold / silver / bronze medalists are presented
- Other:
- A lot of under the hood changes to support and accommodate the tournaments. These changes also have the role of making future development and expansion easier and more versatile, and in some cases might also slightly improve performance already. Two major changes stand out: the CharacterView - a component that can display a character as part of the UI, and control and animate it on demand (which is now used wherever you see a character outside the gameplay itself); and the CharacterLibrary - functioning as a hub for character management and single source of truth; loading, saving, updating and character progression are all now routed through the CharacterLibrary; random names are also assigned through the CharacterLibrary
- Names are now enforced to be unique during character creation. Upper/lower cases no longer differentiate between two otherwise similar names (e.g. a character named AnniE will overwrite a character named Annie). This creates safety when it comes to saving and managing character files (this stems from the fact that on Android file names are case sensitive, while on Windows they are not)
- Fixes: fix for junk material information left for various outfit wearables causing those outfits to disappear on load; fix crash on selecting a hair after generating a character without hair; fix lock due to infinite loop if trying to generate character for body with no eyebrows present (e.g. Brenna); fix able to save empty string name for an outfit; trim edges to remove spaces and other non printable characters in the outfit name