0.11.0 - Pathfinding and Blood Update
Pre-releaseIn this update I changed a few things under the hood, in particular I've greatly improved the pathfinding algorithm for some enemies and added a few blood effects. Hence the name :-)
After implementing the first bigger change for this release, I had to play through all existing levels and check, if I broke something. Fortunately I hadn't, but when I came to the place in the testlevel, where "Wallenstein" starts to attack the player, the game got stuck. I found out, that with a change in the last version, I totaly broke the pathfinding algorithm and didn't notice it. Sorry for that! To solve another issue with the pathfinding, I increased the search depth of the algorithm. But in the test level this led to loops and checks, which could take a couple of seconds for each frame.
So in this release I concentrated on the pathfinding algorithm and completely rewrote it by using a version of the Dijkstra algorithm. It now always finds the best way in a very short time, even when there are a lot of junctions in the waynet. I also updated the visualization of the waynet, when in edit mode. And finally: the waynet is now based on pixel coordinates instead of tile coordinates, which makes a lot of calculations more easy.
To get the new algorithm better tested, I also fully implemented the other two AI enemies: Helena and the Yeti. They also follow and attack the player now.
New Features:
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New pathfinding algorithm
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I enhanced the behaviour of the rats:
- they now run with a random speed, normaly much faster that before
- they can change the direction and speed while running
- there's a chance, that the rat changes it's direction and run away, when the player jumps onto it. In this case, the player will get a bit of damage
- random color and size
- implemented a much better collision detection
- added blood effects, when player jumps onto the rat
- added a squeeking sound
- when in edit mode, some parameters of the rat can be changed, size, color and speed for example
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Added cheese! As rats could now get really dangerous, the player can collect cheese, which will tame the rats
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modified the level "Heaven" a bit and added a lot of rates and a nice place where the player can find the cheese
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Added blood and audio effects to Wallenstein
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Added attack mode for Helena! She will now start to shoot at the player with her pistol. Also added sound and blood effects
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Added attack mode, sounds and blood effects for Yeti
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Added more sound effects for the player
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Added a voice for George. He sometimes starts to speek, when he is idle and he will tell you, when he gets hurt
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added particle effects to the mushroom
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added Pause and Step-Button when in edit mode (this is for debugging only)
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when the player is idle a long time, he will do some funny things :-)
Other Changes:
- optimized all sprite textures to occupie less space and therefore less memory in the graphics card
- added metrics to the audio engine to visualize how many cpu time it uses.
- rearranged the metrics display a bit, to make it better readable and understandable
- added new audioclass for ambient sound effects like wind, water and birds
- added new audioclass for voices
- added new sliders in the audio settings to adjust the volumes of the new audioclasses
- When loading a level in the level editor, only files ending on "*.lvl" are shown
- Oxygen tank respawns after 120 seconds
Bugfixes:
- fixed conflict between metrics and oxygen display when underwater
- fixed calculation of AudioPool Buffersize
- fixed drawing outlines for scaled objects
- fixed drawing of scaled objects in edit mode
- fixed some uninitilized variables
- fixed pathfinding of Wallenstein in Test level (see above)
- fixed a Segmentation fault, when in object mode and then loading a level
- fixed some issues in ai and wallenstein
- fixed selection of path in FileDialog
- fixed segmentation fault when deleting an object, especially when there is an active collsion with player