- New icon by Jakub Szypulka, plus all the other goodies from last year.
January 7, 2007: Happy New Year!
- Add sound effects and support for background music (now if I only had some
music...).
- Show an animation (expanding bubble) when ships respawn.
- Allow up to two keys to be bound to the same action.
- Use 800x600 by default; if your computer is fast enough, you can change to
a better video mode; if not, give a better first impression by avoiding
sluggishness.
- Change the options menu: show the current state (e.g. "missile orbits: on")
instead of the action that would change it ("hide missile orbits"). Add
an option to toggle sound propagation in vacuum (or, in practical terms,
whether you hear a sound when a missile hits the computer-controlled ship
or when it explodes).
- Forgot to actually make a release :(
December 25, 2006: Released version 0.9.3: the Christmas release.
- Keyboard controls can now be customized.
- Keyboard controls and video mode options are stored in a config file.
- Added the -w command line option, in case you desire to override the config
file.
February 20, 2006: Released version 0.9.2 (also known as the "a month of
procrastination" release).
- Fixed the -f and -d command line options.
- Missiles are now larger and brighter than their orbit trail dots.
- Alt+Enter now also toggles fullscreen mode.
- Make it work in 15 and 16 bit per pixel modes (no aaline).
- Possibly fix the MacOS X "invisible fix" problem I saw (use 2 x aaline
instead of aalines).
- Added a help screen.
- Added an Options menu.
- Added a New Game menu (the main menu was becoming too cluttered).
- Added a pyspacewar.pyw script for the convenience of Windows users.
January 14, 2006: Released version 0.9.1 with some bug fixes and small
features:
- Use pygame.font.SysFont to locate Verdana.ttf on your system.
- Fix "surfaces must not be locked during blit" bug.
- Fix some cosmetic unit test failures.
- Added a background image.
- Made debug timings HUDs less intrusive.
- Added an ability to specify the desired video mode on the command line.
- The thrusters are now drawn more accurately.
January 8, 2006: After a week of intensive work, I released version 0.9.0.
User-visible changes:
- Added an in-game menu.
- You can drag the viewport around with the mouse (use the right button).
- Automatic zoom in.
- Radars show planet sizes, not just positions.
- Dead ships fade away.
- Information panels have translucent backgrounds.
- Added an icon.
Internal code changes.
- Split the code into several modules in a package.
- Refactored the code extensively, it is now much more flexible.
- Added unit tests.
- Added a distutils setup script.
January 1, 2006: After a very nice New Year's party, I started working on
PySpaceWar again. I want to refactor the code into separate logic and graphics
parts, and add unit tests. I want to add a proper in-game menu (start new
game, options, exit, etc.). In longer term I want to implement a networked
multiplayer mode, and a battle recorder with playback.
November 11, 2005: A minor tweak with zoom level. It is difficult to implement
things I want with the current code base. Thinking about a rewrite.
July 1-2, 2005: Minor tweaks, unsuccessful optimisations.
June 29, 2005: Demoed the game during EuroPython 2005 lightning talks session.
Was asked if the game could be played over the network. Said that no, but
that I accept patches. Nobody sent me a patch, though.
June 27-29, 2005: EuroPython 2005. Having much fun with the game. Sometimes
I'm hacking during the talks.
June 25, 2005: The weekend before EuroPython 2005. A couple of days ago
my coworker Ignas told me about a game called Gravity Wars. I found a free
Pascal version on-line and spent a couple of evenings playing it. I am now
suddenly overcome by a hacking mood. I will try to write a gravity based
game (Spacewar or Gravity Wars or both) with PyGame.
How to make a PySpaceWar release
================================
1. Run 'make release' and follow the instructions.