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Change Log
An Vo edited this page Feb 14, 2014
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- Refactor and break a lot of things:
- Make most modules independent to each other.
- Unit testing with QUnit.
- Add carrying mechanic: now people can carry thing such as meat or fruit.
- Add grunt tasks for testing and distribution.
- Update trending knowledge UI: use panel group and only show 1 knowledge at the same time.
- Add knowledge priority control to the main screen.
- Use Bootstrap JS: tab, navbar, carousel.
- Add messages to guide the game when a knowledge is completed or unlocked and on some special events.
- Game event mechanic: handle multi
yearPassedCallback
. - Start game manually and add game introduction to the main screen.
- Remove "unlock" population limit button.
- Change
food resource +%
mechanic tofood resource recovery
mechanic. - Change the project name to World JS: History Simulation.
- Used drop down list instead of buttons to change knowledge priority.
- Three game display modes:
- Full: draw all seeds
- Dot: draw only one pixel per seed
- None: not draw anything
- Game speed mechanic: be able to make the game progress faster.
- Game guide system: inform game update (knowledge unlocked, knowledge completed).
- Double food resources: removed the high risk of famine because ancient foragers lived a better life than the next part of the history.
- Change game ending: not always end up with famine. Add "unlock" button to remove the population limit.
- Removed
God
sub module.
- Completed 1st part of the game: simulated the world from the first appearance of our ancestors to the cognitive revolution.
- Food resources mechanic: People obtain food from limited food resources.
- Population limit mechanic: You have to unlock a specific knowledge to expand the population limit.
- Layout: Separated Statistic box on left column into 2 tabs.
- New layout: focus on mobile-friendly and responsive design, upgrade to Bootstrap 3.0.
- People standing mechanic: move X steps then stop until Y age then move again.
- Game mechanic: changed death rate and Famine rule.
- Removed Helper sub module: use inline functions instead of call them from Helper sub module.
- Replaced
Front
sub module withInterface
andStory
sub modules. - Distributed ticks mechanic: prevented a tick that has too many actions to trigger that make the game feels janky.
- Prevented holey tile array: set the reference to
false
instead ofdelete
it. - Renamed
eachYearCallback
toyearPassedCallback
. - Moved most statistic tracking to
yearPassedCallback
. - Be able to set age of a seed when it added to a world.
- Removed
Seed.prototype.getAge
function. - Added option to make random people come from border instead of randomly appear in the world.
- Seed now move and trigger actions instead of move-or-trigger-actions.
- Prevented having children right after married.
- Edited Famine rule: removed childbirth chance decrease.
- Separated source code into smaller sub modules.
- Improved Tile management mechanic: used array instead of hash map.