Version 0.4.0 alpha


Blocks

Added the Display

  • Can show a single character
  • Putting multiple together makes a text box
  • Turns off when powered

Added the Cascade

  • Transfers binary signals
  • Adjustable delay

Added the Wire Board

  • Identical to wire, but collides with the player and matches visually with other wire components

Added the Cap

  • Only can be welded on one side

Added the Actuator Base

  • Actuators can be split apart
  • Actuators are made by crafting the head and base and then welding them together

Containers removed

  • Crate, bridge, extruder and collector are no longer in the game
  • Combiners and extractors now have built in extruders
  • Combiner can still hold some blocks if it fails to extrude them, but picking up the combiner will destroy any held products
  • Combining recipes that used containers have been changed
  • Dev Note: Containers kept Roody:2d being a item-free crafting game. This separate pipe system caused unintuitive and disappointing interactions with other mechanics. The main purpose of the container system was to:
    • Have an output for combiners and extractors. It's neat to have these be a bit bulkier when you get to choose what side the output comes out of, but this was easy to remove.
    • Have a place to dump factory products. Landfills are a relatively easy but interesting problem that are added to the game by removing crates.
    • Solve the 2d creature digestion problem. Collectors, bridges, and extruders trivialized the task of having block flow pass wire signals and building structures. Builds will now have to plan better for the limitations of 2 dimensions. 

Metal veins now have infinite ore

  • Ore is no longer weldable, since that would be too cheap of a building block
  • Core ore spawns in the world since metal veins can't dry up
  • Core ore now triggers "rare resource" block detectors
  • Dev Note: Early game automation was impeded by the constant need to find more ore veins. Mining machinery will still be needed later in the game, but this makes getting to that stage much less tedious.

Pure core renamed to Catalyst Core

  • Speeds up dismantlers, arc furnaces, extractors, and disables the time effects of chairs when connected


Magnet is weaker when trying to push something along its face, unless it's magnetized to another magnet

Galvanometer is now instant and can handle higher charge signals

Repulser core resists some forces, especially gravity

Repulser core pushes the player

Manipulator can scan a wire input for some adjustments

When the wire component matches the manipulated block (like a resistor), the setting will take priority over charge

Can be used to access display characters outside the range of the keyboard

Block detector in machining mode can detect actuators, teleporores, and mantlers

Block detector no longer gives a charge through its detecting face

Latch resolves its internal state even when locked, making it simpler and more reliable

Accelerometer holds its charge for slightly longer, making it more reliable


New leaves texture

Logs visuals smoothly connect with leaves

Logs growing sideways are now horizontal

Sand and Pulp have more distinguishable shapes

Silicone renamed to Silicone crystal

Silicone crystal breaks when it hits the floor

Plastic renamed to Rubber

Core vein renamed to core ore

Teleportore has more effects when activated

Recipes

Simpler motor recipe

Replaced some rubber with caps in chair recipe

Roller recipe produces more

Less cores needed to combine into the next tier

Silicone crystals produce twice as many wafers

Simpler wire recipe

Simpler Latch recipe

Dev Note: These blocks were 

Player

Crouch walking speed is slower

Movement acceleration is lower

Structures that are moving (falling, pushed by rollers) can now be picked up without needing to stop

Structures that are still build-frozen can be picked up at any range

Welding, building, and adjustment radius increased

UI

New title screen with a more active background world

Guidebook, backpack, and adjustment windows can be opened at the same time

Many changes to how right, middle, left click interacts with backpack and hotbar

Matching structures can stack even when not perfectly aligned

Hotbar becomes transparent to clicks when welding

Mouse interactions with moving blocks more accurately reflect their visuals

Stacks of 1 no longer show a "1"

Some blocks give more info when scanning

Split the chat box into console and popup messages

  • Scan messages and adjustment feedback still all display in the familiar way

Pasting text now works for text boxes

Added tutorial hints when starting a new world and getting some blocks for the first time

Console

  • Cheats are now entered in the new console
  • See commands with "help"
  • Added console scripts 
    • config/*.cfg
    • raw text files listing commands
    • binds.cfg, settings.cfg, and autoexec.cfg are run on startup
    • new_world.cfg is run on new world
    • world_load.cfg is run on world load 
  • All non-holding input is handled through console
    • Inputs are now saved in binds.cfg
  • Settings can be changed with the console
    • Settings are now saved in settings.cfg
  • Additional info from scanning blocks can be seen in the console

Bugs

Mouse actions at a distance no longer loads chunks

Block progress state (arc furnace, destroyer) did not persist on world save and load

Persistent sounds (arc furnace) popped when stopped

When a wire was depowered by two components with a delay simultaneously, it didn't depower

Various situations didn't update block detector, manipulator, and mantler when they should have

Duplication glitch by stacking full crates (fixed by removing crates from the game)

World generation chunk border welding bugs still happen, but a repair is attempted when the player interacts with them 

Many situations where a block should have been updated but wasn't

Other bugs have been fixed because most of game the code has been changed since 0.3.1

Performance

First stages of chunk generation is now multi-threaded

Memory for update ques and particles are much much less fragmented

Experimental

added `kill` cheat with a lootable corpse. Corpses do not yet persist on world save and load.

Files

(old) Roody2d 0.4.0 alpha.zip 4 MB
Apr 21, 2021

Get Roody:2d Demo

Leave a comment

Log in with itch.io to leave a comment.