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Releases: warp-contracts/cyberpunk-beavers

v0.0.8

26 Sep 08:48
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  1. Hall of Fame - Global scores of players, aggregated after each game, includes paging and highlights wallet owner, implemented as a separate lua process with sqlite, deployed on AO testnet. After each game message with scores is sent to the leaderboard process which updates data. Fetching score is executed using dryRun.
  2. HP in the backpack - from now on players will collect first-aid boxes as their equipment, maximum they can own at the same time equals to 5, in order to use it player needs to press 5, health points will be increased by 25 (unless it would be more than 100% of the character's maximum HP, then HP will be just maximized); if player has maximum HP it won't be possible to use first-aid kit
  3. Additional tokens loot - it's now possible to gain additional tokens (war, trunk, tio) after defeating opponent; if the opponent has any additional tokens, player who wins the fight - except for the traditional loot - gains one randomly chosen token from the opponent's treasures
  4. Rebalance
  • katana (speedy beaver):
    DAMAGE
    old values: [50],
    new values: [40]

v0.0.7

20 Sep 10:49
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  1. Respawn - new items are regenerated on the map after specific number of rounds, current configuration for game objects (0 meaning it will not be respawned):
  ap: { roundsToRespawn: 15 },
  hp: { roundsToRespawn: 20 },
  equipment_mine: { roundsToRespawn: 20 },
  teleport_device: { roundsToRespawn: 0 },
  scanner_device: { roundsToRespawn: 0 },
  1. Activate game after losing focus (fix) - when game start countdown on the main scene has been in progress and user left the game tab (e.g. by opening another tab) it was possible that game will start in the background (meaning that when user returns to the game tab the countdown will be stopped and game not activated)

  2. Rebalance

  • sniper rifle (hacker beaver):
    DAMAGE
    old values: [20, 19, 18, 17, 16],
    new values: [30, 28, 27, 25, 24],
  • shotgun (heavy beaver):
    DAMAGE
    old values: [25, 19, 15],
    new values: [37, 28, 22],
  • katana (speedy beaver):
    DAMAGE
    old values: [25],
    new values: [50],
    CRITICAL HIT CHANCE
    old values: [0.1],
    new values: [0.35],
  • teleports
    MAX
    old value: 5
    new value: 3
  • scanners
    MAX
    old value: 4
    new value: 3

v0.0.6

13 Sep 08:43
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  1. Fog of war - initially map is not fully revelaed, player only sees its portion - viewing range depends on the beaver type. Even if the map is discovered, but is beyond the viewing range, player does not see enemies in this area - and the map is hidden behind the so called "fog of war"
  2. Scanner - new item has been added to the player's equipment, it allows to scan nearby tiles and check wether it hides any treasures, scanner can be picked up from the map and used by pressing 3 on numeric keyboard, player can have maximum 4 scanners in the backpack, each of the beavers have different scanning radius:
  • hacker beaver: 3
  • heavy beaver: 2
  • speedy beaver: 1
  1. Field of view - each beaver has a specific field of view (range of view), calculated with MRPAS algorightm. Player does not see element (including other players) that are hidden behind obstacles (eg. walls).
  2. Game modules uploaded directly from Turbo.
  3. Maps - new maps added, map size is now parameterized so bigger maps can be introduced
  4. Info panel rearrangement - most of the modals is moved to the bottom of the game screen, some modals are hidden and can be viewed only by pressing TAB; thanks to that view of the game has been enlarged
  5. Lag info - in the GameHubScene user is now able to see lag info and appriopriate connection message:
  • >=300ms: stable connection
  • >300ms && <=1000ms: weak connection
  • >1000ms: very weak connection
    Lag is also visible and updated live on the main game screen
  1. Multiple performance fixes - loading assets before entering the main scene, loading MainScene only when main player has been registered and more...
  2. Minimap - a minimap is displayed in the upper-right corner of the screen. It can be hidden with "n" key.

v0.0.5

06 Sep 13:20
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  1. Generate wallet introduction in production environment - generated wallet is stored in local storage and can be used in following games by clicking Use generated wallet.
  2. AFK protection - when the game starts players have 30s to pick the character and join the game, if they won't - their spots will be freed up for the players who were not able to sign up. During these 30s it is possible to enter the game and walk around but no other actions are allowed.
  3. Map glitches fix
  4. Wallets bench removed
  5. Jumping sprites - all game objects that can be collected have jumping animations assigned
  6. No-collect sound - if game object cannot be collected (e.g. backpack is full) - no-collect sound is being played
  7. Maximum number of items indicated in the backpack - player is now able to see the maximum number of specific equipment objects to collect
  8. Back button in the lounge
  9. Spectator mode introduction - player can join the game without participating in it - alpha version

v0.0.4

30 Aug 13:02
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  1. Additional tokens
  • ar.io tio token can be now dug and collected during gameplay
  • info about collected treasures are in the stats panel
  • tokens are transferred after the game
  • during dev and test phase there are mocked tokens that allows better testing
  • game configuration is extended to allow specifying amount, id and value for each token in the game
  1. UI changes:
  • Stats - other players list removed
  • InfoPanel - new timebar design, HP and AP bars added
  • CharacterPick - additional stats in character's info box (AP, HP, bonuses, weapon info)
  • new map tiles
  1. New blood splat animations and sounds when character is being attacked
  2. Reduced number of teleports and mines
  3. Mine explosion sound only played when main player encounters a mine field or mine left by the main player explodes
  4. Attack recovery changes:
  • hacker beaver: 750ms
  • heavy beaver: 500ms
  • agile beaver: 400ms

v0.0.3

23 Aug 08:50
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  1. Refactored UI for ConnectWalletScene, GameHubScene, LoungeAreaScene, LeaderBoardScene - UI previously developed directly in Phaser has been rewritten to mithril.js, few design changes added.
  2. Decreased APS (attack per second):
  • hacker beaver: 600ms
  • tank beaver: 400ms
  • agile beaver: 250ms
  1. Fixed explosion animation fired after mine attack.
  2. P key (for picking objects) has been switched to C key.
  3. Aim direction marker added - it shows in which direction attack is being performed.
  4. Mine collected and left somewhere in the game by the player is now visible for the player who's left it.
  5. Minor Beavers stats changes (attack power, hit chance, critical chance)
  6. Players limit increased to 20.

v0.0.2

16 Aug 13:42
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  1. New item - "Teleport" - allows to be quickly move into a random map area
  2. New Item - "Mine" - allows to leave traps for other players.
  3. Each weapon has now "cooldown" time - during the cooldown period attacks cannot be performed.

0.0.1

25 Jul 15:28
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  1. Fixed amount of tokens on the map - amount of tokens to be digged during the game is no longer random, each game has this value specified upfront
  2. Other beavers panel sorted based on the gained amount of tokens - in the left panel showing other players, players are now sorted based on the amount of tokens gained in the game, so the ones which are shown at the top are the ones which are most viable to defeat
  3. Current player's position - current player's position is now shown next to the playable character (ranking is based on tokens gained in the game)
  4. Medals - one of three types of medals (gold, silver, brown) is now shown next to the three best players in the game (based on amount of tokens gained in the game)
  5. Tokens are being sent at the end of the game - messages with tokens transfer are now sent when the game finishes, during the game amount of tokens gained is calculated and stored in the process state
  6. Death animations and sounds - new death animations and sounds have been added, each beaver can be killed in three different ways (by tank beaver, hacker beaver or speedy beaver), each death can generate one of three types of sounds (chosen randomly for each death)
  7. Player movement locked for the time of death animation - when player gets killed, its movement is locked until the death animation is fully played
  8. Game hub introduction - a game hub has been introduced, it is a separate process which manages all the games during testing session, from now on it is possible to see all the games that will be played during specific session with start and end dates indicated, active game is always marked and displayed at the top of the list.
  9. (perf) Reduce message assignment time in Scheduler Unit - time required to assign a nonce to a message has been reduced by an order of magnitue (~50ms -> ~2ms)
  10. (perf) Do not recalculate state with lower nonce in Compute Unit - if a state with a higher nonce is already being evaluated, drop requests with lower nonce
  11. (fix) Fix issues with messages registration after process deployment in Messanger Unit - it could happen that right after game process was deployed, it was not possible to register any message for some - because the MU could not load Scheduler info via arweave.net GQL (as it was not yet indexed). Fixed by adding a dedicated cache for storing scheduler location in MU.
  12. (fix) Display 'lag' data only for players' own messages