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Releases: jacuzzicoding/MyIslandGame

v0.0.4-alpha

09 Mar 03:46
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v0.0.4-alpha Pre-release
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MyIslandGame v0.0.4-alpha Release Notes

  • Released on March 8th, 2025 at 10:46pm.

Overview

This development preview release introduces the initial implementation of the crafting system, a crucial feature for the game's progression system. While functional at a core level, users should note that this release contains several known UI rendering issues that will be addressed in upcoming releases.

New Features

Crafting System

  • Implemented CraftingSystem for transforming resources into items
  • Added Recipe and RecipeManager for defining and managing crafting recipes
  • Created CraftingGrid (2x2 and 3x3) for different crafting station types
  • Integrated basic recipes for common items (wood planks, basic tools)
  • Added CraftingComponent for tracking crafting capabilities
  • Implemented toggling of crafting UI with 'C' key

Item System Expansion

  • Extended Item class with crafting-related properties
  • Added support for different stack sizes based on item type
  • Implemented improved item tooltips with crafting information
  • Added quantity tracking for crafting materials and results

Backend Improvements

  • Enhanced ECS with specialized components for crafting
  • Improved inventory integration with crafting system
  • Added event-based notifications for crafting actions
  • Implemented specialized tool handling for resource gathering
  • Increased tree harvesting range to improve usability

Technical Improvements

  • Extended resource management system to handle crafting ingredients
  • Added support for crafting stations with different grid sizes
  • Improved input management for UI interactions
  • Enhanced player spawn logic to ensure valid starting location
  • Added more debug logging to diagnose rendering issues

Controls

  • WASD/Arrows: Move player
  • E: Toggle inventory
  • C: Toggle crafting interface
  • 1-9: Select hotbar slot
  • Mouse Wheel: Cycle through hotbar
  • Left-Click: Gather resources / Use selected item / Interact with crafting
  • +/-: Zoom camera
  • T: Fast-forward time
  • R: Reset time to 8:00 AM

Known Issues

  • Crafting UI may not render visually despite being functionally toggled
  • Inventory item movement can be buggy with inconsistent stacking behavior
  • Tree harvesting requires close proximity and may not consistently collect resources
  • Breaking rocks has inventory stacking issues
  • Resource breaking is proximity-based rather than cursor-targeted
  • UI system has SpriteBatch management and rendering issues
  • No initial crafting station exists in the world (must craft one first)

Development Roadmap

Our updated development roadmap divides upcoming work into three focused releases:

v0.0.5-alpha (UI System Overhaul)

  • Complete rewrite of the UI rendering pipeline
  • Simplified SpriteBatch management
  • Consistent UI element registration
  • Initial architecture improvements
  • Font handling improvements
  • Fixed crafting UI rendering

v0.0.6-alpha (Core Gameplay Loop)

  • Fixed resource gathering mechanics
  • Improved inventory management
  • Enhanced crafting progression
  • Basic building mechanics
  • Continued architecture improvements
  • Initial ecosystem framework

v0.0.7-alpha (World Enrichment)

  • First NPC entities (deer)
  • Grass and forage implementation
  • Completed architecture improvements
  • Enhanced environmental interactions
  • Time-based growth systems
  • Improved world generation

Technical Notes

  • Requires MonoGame 3.8.1 or later
  • Built with .NET 8.0
  • Mac users need to install freetype6 library

What's Changed

Full Changelog: v0.0.3-alpha...v0.0.4-alpha

v0.0.3-alpha

03 Mar 01:49
ab7ef00

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v0.0.3-alpha Pre-release
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MyIslandGame Release Notes

v0.0.3-alpha (March 2, 2025)

8:50pm

New Features

Resource System

  • Added Resource class with ID, name, description, category, and properties
  • Implemented ResourceManager for managing resource definitions
  • Created resource categories: Organic, Mineral, and Environmental
  • Added 12 initial resource types including wood, stone, berries, seeds, etc.
  • Created placeholder textures for all resources

Environmental Objects

  • Added EnvironmentalObjectComponent for interactive world objects
  • Created object types: trees, rocks, and bushes with unique behaviors
  • Implemented growth stages and visual changes based on harvesting
  • Added resource regrowth over time based on in-game time
  • Integrated environmental objects with world generation

Inventory System

  • Implemented Inventory and InventorySlot classes for item storage
  • Added InventoryComponent for player inventory management
  • Created hotbar selection system with number keys and scrolling
  • Implemented item stacking and management
  • Added basic item types (Resource, Tool) with inheritance

Resource Gathering

  • Created GatheringSystem for handling resource collection
  • Implemented tool-specific gathering (axe for trees, pickaxe for rocks)
  • Added tool durability system
  • Created visual feedback when resources are gathered
  • Integrated gathering with the inventory system

UI Improvements

  • Added inventory UI with hotbar display
  • Implemented inventory toggle (E key)
  • Created item display with quantity indicators
  • Added selection highlighting for current hotbar slot

Technical Improvements

  • Extended ECS with new components and systems
  • Added PlayerComponent to identify the player entity
  • Created EnvironmentalObjectFactory for easily creating world objects
  • Improved input handling for inventory management
  • Added integration between multiple systems

Known Issues

  • Tool acquisition is limited (will be addressed in v0.0.4)
  • No crafting system yet to utilize gathered resources
  • Art assets are simple placeholder shapes
  • No visual confirmation when something can be interacted with
  • Limited feedback when inventory is full
  • Some environmental objects might spawn in inaccessible locations

Controls

  • WASD/Arrows: Move player
  • E: Toggle inventory
  • 1-9: Select hotbar slot
  • Mouse Wheel: Cycle through hotbar
  • Left-Click: Gather resources / Use selected item
  • +/-: Zoom camera
  • T: Fast-forward time
  • R: Reset time to 8:00 AM
  • ESC: Quit game

v0.0.2-alpha

New Features

Camera System

  • Implemented camera following with smooth tracking
  • Added zoom functionality using +/- keys
  • Added screen clamping to world boundaries
  • Created camera transformation for proper rendering

World Generation

  • Added tile-based map system
  • Implemented procedural generation for maps
  • Created different tile types (grass, water, sand, stone)
  • Added properties for passable/impassable tiles

Day/Night Cycle

  • Created time management system
  • Implemented day/night visual transitions
  • Added ambient light color changes
  • Created time display and controls

Technical Improvements

  • Fixed collision detection precision
  • Added boundary checks for player movement
  • Improved entity rendering with depth sorting
  • Fixed Vector2 modification issues

Controls

  • WASD/Arrows: Move player
  • +/-: Zoom camera in/out
  • T: Speed up time (5x)
  • R: Reset time to 8:00 AM
  • ESC: Quit game

v0.0.1-alpha

Initial Features

Technical Foundation

  • Set up MonoGame with .NET 8.0
  • Created basic game loop
  • Implemented window and graphics initialization

Core Systems

  • Entity Component System (ECS) architecture
  • Game state management
  • Input handling system with action mapping

Basic Gameplay

  • Simple player movement with WASD/arrow keys
  • Collision detection
  • Obstacle creation for testing

Technical Notes

  • Requires MonoGame 3.8.1 or later
  • Built with .NET 8.0
  • Mac users need to install freetype6 library

What's Changed

Full Changelog: v0.0.2-alpha...v0.0.3-alpha

v0.0.2-alpha

02 Mar 22:48
e250a45

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v0.0.2-alpha Pre-release
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v0.0.2-alpha (March 2, 2025)

New Features

Camera System

  • Implemented follow camera that smoothly tracks the player
  • Added zoom functionality with +/- keys
  • Added camera boundary clamping to keep the view within the world
  • Created a flexible camera class for future expansion

Day/Night Cycle

  • Added time management system that tracks game hours, days, and minutes
  • Implemented visual day/night cycle with lighting changes
  • Created transitions for sunrise and sunset
  • Added time controls for testing (T to accelerate time, R to reset to morning)
  • Added on-screen time display with current time, day, and phase

Tile-Based World

  • Implemented procedural tile map generation system
  • Created different tile types (grass, water, sand, stone)
  • Added passability properties to tiles to control player movement
  • Integrated tile system with collision detection
  • Added optimized tile rendering (only rendering visible tiles)

UI Improvements

  • Added debug panel with game information
  • Implemented UI manager for easier interface development
  • Added text rendering capabilities

Bugfixes

  • Fixed issue with player movement outside world boundaries
  • Fixed incorrect night-time lighting appearance
  • Resolved Vector2 modification errors
  • Fixed property inheritance warnings
  • Addressed compiler errors related to namespaces and duplicate classes

Technical Improvements

  • Optimized rendering with camera transformations
  • Improved collision response system
  • Enhanced entity component interaction
  • Added proper boundary checking for world limits

Known Issues

  • FreeTtype6 library dependency on Mac may require additional installation steps
  • Font loading may fail on some systems without proper dependencies
  • Tilesets are currently simple colored rectangles without proper art assets

Controls

  • WASD or Arrow Keys: Move player
  • E or Space: Interact (reserved for future use)
  • +/-: Zoom in/out
  • T: Speed up time (5x)
  • R: Reset time to 8:00 AM
  • ESC: Exit game

Coming in v0.0.3

  • Resource gathering system
  • Basic inventory management
  • Environmental objects (trees, rocks, etc.)
  • Resource extraction mechanics
  • Initial ecosystem elements

What's Changed

Full Changelog: v0.0.1-alpha...v0.0.2-alpha

v0.0.1-alpha

02 Mar 20:28

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v0.0.1-alpha Pre-release
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MyIslandGame v0.0.1 Release Notes

Overview

This is the initial release (v0.0.1) of MyIslandGame, establishing the core technical foundation for our island-based survival and ecosystem simulation game. While this version is extremely basic with minimal gameplay, it sets up the essential architecture that will support our ambitious vision for a living, evolving game world.

Key Features

Entity Component System Architecture

  • Complete ECS framework implementation
    • Entity: Container with unique ID
    • Component: Data-only objects attachable to entities
    • System: Logic that operates on entities with specific component combinations
    • EntityManager: Central management of entities and systems

Core Components

  • TransformComponent: Handles position, rotation, and scale
  • SpriteComponent: Contains rendering information
  • ColliderComponent: Defines collision boundaries (rectangle or circle)
  • VelocityComponent: Manages movement properties

Basic Systems

  • RenderSystem: Draws entities with sprite components
  • MovementSystem: Updates entity positions based on velocity
  • CollisionSystem: Detects and responds to collisions between entities

Game State Management

  • State machine architecture for game state management
  • GameStateManager for controlling transitions between states
  • Basic PlayingState implementation

Input System

  • Flexible input handling with action mapping
  • Support for keyboard input
  • Groundwork for gamepad support

Current Gameplay

  • Blue square player character that can move using WASD/arrow keys
  • Simple collision with colored obstacle blocks
  • Green background representing the island surface

Technical Notes

  • Built with MonoGame and .NET 8.0
  • Designed for cross-platform compatibility
  • XML documentation for all public classes and methods

Known Issues

  • No camera system yet (fixed viewport)
  • Limited collision resolution (simple push response)
  • No persistent game world (restarts fresh each time)
  • Missing proper world representation (just colored blocks)

Upcoming in v0.0.2

  • Camera system that follows the player
  • Tile-based world with different terrain types
  • Day/night cycle affecting gameplay
  • Basic UI framework for displaying game information
  • Enhanced collision with spatial partitioning

Development Team

  • Programming: [Developer Name]
  • Art: Brock Jenkinson (upcoming)
  • Game Design: Collaborative effort

License

This project is licensed under the MIT License - see the LICENSE file for details.


This release represents the first small step in our journey to create a rich, interconnected ecosystem simulation where player actions have meaningful consequences on the game world. We're excited to build upon this foundation in the coming updates!