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Scavenger's Hand

The first card game from a team of passionate people: Experience the thrill of a roguelike card game where every action is determined by the draw of a card. Stay tuned for more details as the lore unfolds!

The team of passionate people:

  • aDgors (Main Developer)
  • Seven (Second Developer)
  • WhiteDevil (Storyteller)
  • Roselisa (Designer)

Discord server

You can join our Discord server - Dungeon's Entrance - by clicking right here.

License

Scavenger's Hand by aDgors, Seven0492, WhiteDevil and Roselisa is licensed under CC BY-NC 4.0

The full license is included in the LICENSE file of the repository.

Change log

Change log v0.08(First public beta!):

  • Main menu:

  • Levels(Game levels scene):

    • Added two more levels
    • Added a hand reset tile
    • Added end text
  • Cards:

    • Added 5 more card slots, intended for higher chances of getting movement cards.
    • Movement cards now have an arrow that shows the direction of the card.
  • Other:

    • Added instructions for players
    • Old Main Menu UI is now Secret UI
    • New Main Menu UI
    • Added sounds
    • Public beta is up!

Change log v0.07-B1 :

  • Bugfix:

    • The main menu now shows the appropriate "Main Menu UI" layer instead of the "Game Mechanics UI" at the start of the game.
  • Version numbering:

    • Version numbers are now going to be prefixed with a bugfix number extension, -Bx, to differentiate bugfixes and the potentials problems they may cause. Any change to the existing game beyond a drop-in bugfix, like a mechanics change, is always a version number increment.

Change log v0.07b :

  • Cards:

    • Managed to get a small card system, with animations. (:tada:)
  • Levels:

    • Added a new scene, called "Game Levels", where we can build custom levels for the public beta.

Notes: I hope we can push everything tomorrow to the main branch of the game. I am going to do a cleanup of unnecessary files (unused sprites files) and, after making a few levels to show others our card system, we can publish it.

Change log v0.07a :

  • Player:
    • Made a separate Player object for the mechanics of the game
    • Player object now has custom movement and collision (toggleable collision hitbox)

Making of the card system is going to be a bit complicated, especially as beginners. Hoping someone is kind enough to help us on the house. (You can find the Discord invite above the Change log)

Change log v0.05 / v0.06 :

  • Main menu changes:

    • Menu's scene's code cleaned up (Thanks to Seven)
    • Added Procedurally Generated Demo (PGD) settings
  • Other changes:

    • Started using structures for different things, just to keep things more organized
    • Tidied up the main menu code a bit more

Change log v0.04 :

  • Main Menu changes:

    • Added a Levels button for the types of level
    • Added a Game mechanic button for game mechanics
    • Added settings buttons for the simple dungeon generation(WIP) and noise generation
    • All of the above will be temporary, as we're going to remove them once we publish the game.
  • First levels:

    • Player now snaps to grid once teleported
  • Other Mechanics:

    • Escape key now closes the game
    • Added back buttons for every scene
    • Added the card mechanic
      • You can randomize the direction of cards by pressing on the card laid on its back
      • You can't move the player by using the keyboard
      • Added a collision "box", which won't work in this version, but might do in later versions.
  • Events/Interactions:

    • "is pressed" event is going to be used instead of "is clicked"
    • Instead of using "on_mainMenu" or similar variables, we can use the "Visibility of a layer" function

Change log v0.03 :

  • most objects are now global objects
  • most objects have a sprite and tile equivalent (sprite is for DungeonGenerator, and tile is for manually designing rooms)
  • added a version number to the menu screen

New version number system: increment the version number +0.01 per 'release'