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Releases: VedVid/RAWIG
Releases · VedVid/RAWIG
Ain't much
Small bugfix release after 3 years of hiatus. Closes two low-hanging fruits from the list of issues: clears from rendering everything that is below the top object, and renames Vector to Brensenham
Including Rogues and Trains Is in Progress
Development of version 0.5 was focused on incorporating bugfixes and improvement made for Rogue Robs Trains into RAWIG.
- configurable controls
- experimental support for some non-QWERTY keyboard layouts
- monsters will drop eq during death
- printing [l]ook and [f]ire lines reworked
- fixed shooting visible monsters despite blocked line of shoot
- fixed pathfinding issues
- fixed errors during creature creation process
...Save You Some Bugs
- unnecessary printing removed
- pathfinding was ignoring its start coords, if source of path was monster
- triggering AI interacts with ranged combat properly now
Save You a Lot of Json
- save/load system, using Go's gob package
- game data (including static maps) stored in json files
- "Layer" value moved to VisibilityProperties
- creating hardcoded entities is not possible anymore
- main functions use pointers instead of values
- monsters will not occupy the same tile anymore
- fixed PickUp crash if there were no objects on map
Look at This Shootout!
- "look" command
- ranged combat
- slightly improved AI
- BearLibTerminal license added
- relicensing from zlib to FreeBSD license
- new functionalities for message log
Mess of Menus
- items
- player hud
- inventory / equipment system
- message log
- some actions were not taking time
Initial Fixes
- new RenderWeights function that helps with debugging pathfinding algorithms
- pathfinding reworked
- some coding style inconsistences fixed
- typos, grammar issues (by @adam-weiler and @trayo)
Roguelike Initials
First (pre)release of RAWIG.
- rendering system
- custom symbols
- game map
- field of view
- monsters
- ai
- combat system
- objects
- zlib license