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0.5 series

0.5.1 (Oct 22, 2009)

  • added timer and timed events
  • created basic gameplay interface

0.5.0 (Oct 19, 2009)

  • added IrrKlang sound engine
  • added level loading bar

0.4 series

0.4.3 (never released)

  • added fade in and out effects
  • code made a bit cleaner
  • fixed camera positions when entering a level

0.4.2 (Oct 10, 2009)

  • added level switching
  • fixed some of textures in first four levels
  • disabled access Labyrinth level
  • sped up movement for testing purposes

0.4.1 (Sep 2009)

  • added main menu
  • creating level geometry with original Maps file
  • very buggy textures everywhere

0.4.0 (Jul/Sep 2009)

  • starting from scratch due to really low quality of previous code
  • new code will be released under BSD license
  • basics of code written
  • decided to use XML for game data

pre-0.4 (Jun/Jul 2009)

0.3 (Jul 12, 2009)

  • redesigned interface, the menu was left but windows removed (everything was semi-transparent)
  • implemented Headless (which was able to walk through walls or disappeared sometimes)
  • implemented death
  • added Who Else... level
  • recorded a video from one of builds (Jul 8) version and uploaded it to YouTube
  • the code had 1324 lines, 64.5 kB, everything was in one file, and 2/3 of it was main() function; this code was absolutely abandoned

0.2 (Jul 6, 2009)

  • designed a map "format" (using text files)
  • created map editor for the format, manually converted six maps
  • implemented the map system, automatic texturing (using only one wall texture for one map so no there were no texturing problems)
  • implemented fading while level switching (it caused bug when player came back to level where he has just been sometimes)
  • implemented simple collission system (only detected walls, not pillars, doors, etc)

0.1 (Jul 4, 2009)

  • added movement
  • added Walther P4 (however you can only draw it, you can neither hide nor shoot it)
  • added PID-like interface (menu bar, windows) rendered with the engine
  • one hard-coded "map" (floor, ceiling, a pillar and two pieces of wall)

early beginnings (June 2009)

  • after writing some test apps for Irrlicht Engine (I was experimenting with various 3D engines then) decided to make PID port with it, started with just some app displaying renderer window and then added (or removed) various things to it which resulted in a really horrible code (that's why I abandoned it after version 0.3)
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