Commit
the-way-out
v1.0.0
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# CHANGELOG
## v1.0.0
The first real release. Bundles the v0.3.0 → v0.10.0 cuts into one
banner: two new built-in levels, a per-character signature ability for
each playable, a full editor-as-UGC loop (Load picker + theme picker +
riddle/interactable palette), a game-feel pass (hit-pause + particles
+ fades), 18 new sound effects across every gameplay and menu event,
and an inter-level loading screen. No save-file format changes;
existing saves and custom levels load as-is.
### Content
- Two new built-in levels lift the campaign from three rooms to five.
- **Level 4 "The Foundry"** — a four-chamber forge map: bellows
hall, spike-gauntlet pressure plate, key vault, boss arena.
Three reading-order trigger/gate pairs chain the chambers.
- **Level 5 "The Sunken Archive"** — a five-room library ruin
with a bookshelf-lined atrium, a two-spike-row crossing, a
vault antechamber, an optional reading-room side area, and a
boss arena. The campaign's first off-path room.
### Gameplay
- Each playable character now has one signature active ability on
its own cooldown, fired with **Shift**:
- **Wizard — Slow:** time bends to 0.35× for every enemy, the
boss and their in-flight shots for 3s. The Wizard moves and
fires at full speed.
- **Shiggy — Dash:** the short, i-framed burst dash that used to
be universal, now Shiggy's alone.
- **Penguin — Shield:** total damage immunity for 2.5s.
- **Elf — Volley:** doubled fire rate for 2s.
- **Wolf — Sprint:** a 1.5s burst of peak movement speed with no
i-frames — distinct from Shiggy's short dash.
- The four other characters no longer have the dash; each is defined
by its own ability instead.
- Brief hit-pause on impactful events (player hit, boss hit, boss
death, player death) so every meaningful strike reads.
### UI
- The HUD dash ring is now an ability ring: a per-character glyph,
bright while the ability is active, a depleting arc on cooldown.
- Character select shows each character's ability — name and a
one-line description — below the four stat bars.
- Particle bursts on hits, deaths and ability activations. Player
hits are red, regular hits are white, boss death sprays gold with
a white core, and each character's signature ability blooms in
its own colour (Wizard violet, Penguin ice blue, Elf leaf green,
Shiggy warm dust, Wolf white).
- Levels fade in on start and fade out on completion / death.
- New inter-level loading screen shows the level title, tagline,
your character, and the control hints. Auto-advances after a few
seconds or press Enter / Space / left-click to skip; Esc cancels
back to the level menu (or the editor, if launched from Test).
Retries (R) and pause-restart bypass it.
### Audio
- 18 new sound effects across the board: player and enemy hits,
enemy and boss death, the boss's own hit, all five signature
abilities (Wizard slow, Penguin shield, Elf volley, Shiggy dash,
Wolf sprint), shoot, level complete, player death, lever click,
gate open, pressure plate, key pickup, and a menu confirmation
beep. The Settings **Sound** toggle silences both music and
effects.
### Editor
- New **Load** button reopens any custom map you saved — click a
row to load it back onto the canvas and keep editing.
- New **Theme** button picks one of five floor/wall presets —
**Keep**, **Foundry**, **Cellar**, **Archive**, **Frost** — each
shown with tile swatches so you see the look before choosing.
The chosen theme is saved alongside the map and the level renders
with it everywhere. Maps saved before v0.7.0 keep the original
look.
- The riddle/interactable palette exposes every interactable
(spikes, levers, pressure plates, gates, keys) with scroll-wheel
pair-id selection so chained puzzles can be authored cleanly.
### Input
- macOS system shortcuts (Cmd-Tab, Mission Control, Spaces) no
longer steal focus mid-level. The keyboard is grabbed by the
game while a level is live and released in menus, pause and the
level-end screen. The in-game Cmd-Q quit still works.
### Tools
- New `scripts/gen_sfx.py` deterministically (re)generates all 18
SFX WAV files using only stdlib `wave` + `math`, so a tuning
tweak ships by running the script and committing the changed
assets. Output lives under `assets/audio/sfx/`.
## v0.10.0
Adds an inter-level loading screen between the level menu and play —
modified VERSION
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v0.10.0
v1.0.0