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.
- Refactor old project classes via game dev patterns implementation.
- The enemies movement - it moves when player is near and do not see it.
- The simplest enemies movement when main player is near.
- The
Sprite
load during.jar
execution.
- The map show on/off button - "M".
- Make a static function for fog effect and implement it into scene like yellow fog.
- The simple dark effect.
- The floor && ceiling casting.
- The floor && ceiling render.
- The mouse picking.
- The event command strategy - for ,ouse move right|left.
- The disable mouse button -
ESCAPE
. - The mouse input.
- The distance from player to plain.
- The pixels mask for block render if already rendered.
- The flicker effect.
- The render order for units on screen.
- Add split server into internal and dedicated services for running the game multiplayer:
- server and clients separately;
- main client (with server) and clients.
- The concurrent units access.
- The fish eye effect during the walls render.
- The dedicated server and client based on dockets for multiplayer matches in features.
- Initial public pre-release of the plain pld retro shooter which should be regarded as an MVP:
- This pre-release contain one scene with the general game engine opportunity example;
- The player could moving, shooting and kill the enemies;
- This pre-release consists of bad code for quick MVP results.