[Changelogs] Alpha 13
Alpha 13
Game saves backward compatible: no
Content packs backward compatible: no (may be updated with the editor)
After a long break, I'm back for Pixurvival! Thanks to Killer [IKY] and others who resurrected the Discord from the void, giving me motivation to dive back to the project! This update comes with exciting new features, new Vanilla content, bug fixes, and... a big news!
The big news
The project is now open source! The source code is available here: https://github.com/JoannickGardize/Pixurvival.
I realized that open source project is all about my personal and political values, it also allows anyone to contribute to the project.
If you are a developer (or graphics designer, or translator) and want to contribute, you are welcomed! In this case, discuss with me on the Discord.
New major features
Conditional and triggered alterations allow a new dimension of content pack building.
- Conditional alteration: a new alteration that holds a list of conditions, a list list of "then" alterations, and a list of "else" alterations. If all the conditions are true, the "then" alterations are executed, if not, the "else" alterations are executed. Possible conditions are :
- Actual health.
- Count entities in a radius. You can specify which creatures are counted or not, and which team-related members you count.
- Count structures in a radius. Similar to entities but for structures.
- Inventory content.
- Tile under actual position.
- Actual speed.
- Stat.
- Random.
- Triggered alterations: For equipment items only (for now), they take place in a new tab called "Triggered alterations". They are active once the item is equipped. A trigger contains a list of alterations executed once triggered. There are 3 types of triggers for now:
- Equipped (triggered when the item is being equipped)
- Unequipped (triggered when the item is being unequipped)
- Repeat (triggered after a given amount of time, and then regularly triggered every given amount of time)
Repeat trigger can be combined with conditional alteration to generate a wide range of behaviors.
Other new features and changes
- In the in-game UI, item description is no longer in italic and can handle formula's formatting.
- In the editor, equipment item's abilities are now separated in different tabs, to gain visual space.
- New random distance input for bound effect movement.
- Effects have a new target type: "all others"
- Repeat and delayed alterations now hold a list of alteration instead of just one.
- All formulas have a new random input
- New Behavior: move toward structure
- New behavior's change conditions:
- distance to structure
- health
- tile (under feet)
- Animation templates have now a new "Add all for characters" button that adds all stand, move, and work animations.
- New option for creatures: hide life bar when full. Useful for ambient creatures.
- New option for structures: auto-destroy. With this option active, structure will not block the placement of player's structures, and will be destroyed if applicable. Useful for ambient structures.
- In game, creatures spawns with a random angle instead of always zero.
Vanilla changes
- New ambient structures and creatures: they do not affect the gameplay, but the vanilla game seems more alive than ever! with birds (3 kind), grasses, flowers, shellfishes, and tumbleweeds.
- New equipment using the new features: 3 late game clothing with exotic behaviors. And one useful accessory: the traveler's boots, they significantly boosts your speed, but they slow you if there is an enemy close or if you don't have a good health.
- New "end game" boss: I let you discover it.
- Wooden puppet up: they died too fast, strength has been upped from -5 to 0 (so health from 50 to 100).
- Fixed the barbaric clothing up animation with weapons.
Bug fixes
- Fixed game freeze if a creature spawner has a timer of zero.
- Fixed game crash when a persistent alteration, like the fixed movement alteration, is added inside a delayed alteration.
- Random and offset angle were ignored for "bound" effect movement type.
- Too far chunks (loaded to look for a good spawn point) are unloaded after generating a new world with a procedurally generated map.
- In the editor, the "target" input is hidden for alterations outside of effects, since they are only effective inside effects.
- Non-solid creatures does not fall in water anymore.
- Fixed some English wording:
ennemies-> enemies,edible-> consumable. - Fixed structure's random horizontal flip not working in solo mode.
Files
Get Pixurvival
Pixurvival
A pixelized top-down mega sandbox. Play or create solo / cooperative survival, team battle, and more !
Status | In development |
Author | SharkHendrix |
Genre | Survival |
Tags | Crafting, Creative, Game engine, Multiplayer, Pixel Art, Retro, Sandbox, Team-Based, Top-Down |
Languages | English, French, Polish |
Accessibility | Configurable controls |
More posts
- [Changelogs] Alpha 14bJul 06, 2024
- [Changelogs] Alpha 14May 31, 2024
- [Hotfix] Alpha 13bMar 09, 2023
- [Changelogs] Alpha 12C - The voodoo dollApr 17, 2021
- [Hotfix] Alpha 12bFeb 21, 2021
- [Changelogs] Alpha 12 - Chests & Factories!Feb 21, 2021
- [Changelogs] Alpha 11 - Custom soundsFeb 04, 2021
- [Changelogs] Alpha 10Jan 31, 2021
- [Changelogs] Alpha 9Jan 24, 2021
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