Major Update: "QM"
Copied from the Readme file:
v0.7 is finally here! As usual, the log file detailing the numerous changes to the system itself is the one inside the main project folder, not this one. This is a changelog for the standalone digital 18-28-38-48 implementation.
"This Way Madness Lies" quest finished. Read all of the scenes! Of course, there will still be ongoing updates to the text, such as new conditional branches, easter eggs, extra lines for multiplayer runs and the inevitable rewrite of the quest scripting system.
New customization paradigm.
Instead of a combination of character strips and INI files, the system now reads supported image files located in the Customization folder and loads the entire cast to the engine at once, no longer prompting you to choose only one single roster of 16 characters. On the Customization screen, rather than cycling through characters with the left or right mouse buttons, you may preview and pick them through a newly implemented pop-up interface. The images must be in the PNG format and have dimensions equal to 64x64 px. The images' filenames are read as the names of the characters, respecting the 20-character limit. You may also preload a character's gender and handedness by suffixing the filename with, between [square] brackets, "M" for male, "F" for female, "R" for right-handed and "L" for left-handed, as in "Uno [ML]" or "Duo [RF]". Otherwise, you may still edit these three options in-game as before.
Setting up user-defined teams is now optional and works under a vastly superior mechanism. The engine will scan the Customization folder for a file named "[Teams].txt" and import valid content therein as a list of teams that can be loaded in-game, using the custom cast present in the same folder. Each line on the file must be formatted according to this template:
[Team Name] Member 1, Member 2, Member 3, Member 4
Each team may have between 1 and 4 predetermined members. Team names will also enforce the 20-character limit. Characters whose names can't be validated, duplicate members or entries that exceed the maximum party size will be ignored. If none of the characters from a given team can be validated, the team will not appear on the list. Any teams with an empty name entry ("[]") will also be ignored. A given character may be written into multiple of these teams but, evidently, won't be able to join all of them during runtime, as characters already in other parties are skipped over when loading another user-defined team.
The following characters are still hardcoded into the engine and may be freely used to compose teams even when the Customization folder is empty: David Bowie, Prince, Kate Bush, Thom Yorke, MC Ride, Miro Semberac, Mark Hollis, Lemmy, Akina Nakamori, Tim Smith, Sai Htee Saing, Bryan Ferry, Phil Collins, Lepi Mića, Clive Nolan, Peter Nicholls.
On the backend, player IDs have undergone a "flattening", to employ a Minecraft allusion, and they use new logic to refer to the rewritten roster system. The player won't notice anything, but this greatly improves the internal consistency of the engine.
Due to this change, there is greater flexibility over the handling of companions. Any valid character on the roster may now be added to and dismissed from parties during runtime. In a way, this is kind of a throwback to versions preceding the v0.0.4.5 build, where you could technically do so at the risk of crashing the game!
Small QoL features related to engagement.
A new team setting that lets players automatically kickstart a turn when orders have been issued to the entire party has been added.
Added another team option that allows the player to start engagements with Turbo mode already activated.
The battle speed selector is no longer tied to the Begin Turn button. It is now located to the left of the Auto button, always visible during the declaration stage.
Battler selection GUI area was greatly extended.
The turn counter is now a functional GUI element in the engagement screen (like it always was in the overworld), imparting info on turn progress or the team's Action Points, depending on the encounter type.
Top up option added to transactions and inventory transfers. Clicking the area where "Stock: *" is displayed will top up the number input.
During resource extraction only, items gathered throughout the engagement are now added to a separate loot menu from which the player may take or leave items, similar to how it works when encountering chests. This menu is accessible from a button located to the left of the battle speed toggle (it appears when at least one item has been gathered). This feature will be expanded to cover other types of engagement in future versions.
Improvements over the v0.1.2.6 implementation of mouse control.
In Look and Move modes, directional arrows may show a preview of the direction the camera or player will move towards. This option can be toggled on or off separately by each team.
Also in Look and Move modes, as well as in Stay mode, right-clicking now has the same functionality as the "< Back" button.
Reflecting the behavior observed in Move mode, right-clicking or pressing the "< Back" button in Look mode will first reset the camera position. Doing this when the camera is already at the initial position will leave Look mode.
Minor adjustment in how the engine detects the direction the player is moving towards with the mouse.
Fixed the graphical "hiccup" present when moving via mouse but not via keyboard.
Clicking the screen's tooltip area no longer counts as a movement input.
Message boxes can be left-clicked to skip text reveal.
In the party menu, Passive skills once again display "P" as their "cost" instead of "0". This detail was last observed all the way back in the legendary v0.0.4.5 build.
The game now properly warns that an engagement has been suspended when you click a team member after all turns have been spent.
Fixed a major, previously unattested bug that would cause the game to hang when trying to equip any valid ammo type. This bug is confirmed to have originated in the v0.1.1.6 build, released back on New Year's Eve 2023. Happy birthday and BEGONE!
Fixed the game letting a character cast skills during battle while having insufficient MP (disregarding the warning message that would pop up when declaring the action) whenever any other battler completed at least one action for the first time on each in-game day.
Fixed the game improperly reassigning past dice rolls to the earliest party on the world screen when loading a saved game under certain circumstances.
The color slider on the customization screen and many other applicable GUI elements now have a proper Visual Basic-like delay of 500ms before they begin to autoscroll while one holds down the mouse button.
Rewrote the logic that prevents clickthrough (including in its delayed form) between overlapping interfaces.
Save files created in solo sessions now just display a big picture of the team leader instead of small pictures from multiplayer.
Added dupe prevention when including companions and unique NPCs and monsters to the party through the F10 command line.
"Lakshmi" is now accepted as a valid alternate entry when adding Goddess Rakashimi to the party with the F10 command line (though any unrecognized name makes a Goddess's true identity default to Rakashimi, this measure is now in place as a failsafe for any future alterations to the current system).
Minor adjustments to existing tooltip entries.
Movement tweening! (Experimental.)
Get Journey Zero (18-28-38-48)
Journey Zero (18-28-38-48)
Digital TTRPG sim with a few single-player features.
Status | Prototype |
Author | backdoornight |
Genre | Role Playing |
Tags | Exploration, JRPG, party-game, Tabletop, Turn-based |
Languages | English |
More posts
- v0.7 Changelog15 days ago
- V Zero Seven Preview77 days ago
- Timed Update #2: 90 km/h (that is, 56 mph): "Gotta Go Fast!"May 03, 2024
- Timed Update #1: The 11th Build: "Double 6, 55, Double 4..."Mar 01, 2024
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