Releases: jacuzzicoding/MyIslandGame
v0.0.4-alpha
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
CraftingSystemfor transforming resources into items - Added
RecipeandRecipeManagerfor 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
CraftingComponentfor tracking crafting capabilities - Implemented toggling of crafting UI with 'C' key
Item System Expansion
- Extended
Itemclass 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
- Feature/crafting by @jacuzzicoding in #9
Full Changelog: v0.0.3-alpha...v0.0.4-alpha
v0.0.3-alpha
MyIslandGame Release Notes
v0.0.3-alpha (March 2, 2025)
8:50pm
New Features
Resource System
- Added
Resourceclass with ID, name, description, category, and properties - Implemented
ResourceManagerfor 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
EnvironmentalObjectComponentfor 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
InventoryandInventorySlotclasses for item storage - Added
InventoryComponentfor 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
GatheringSystemfor 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
PlayerComponentto identify the player entity - Created
EnvironmentalObjectFactoryfor 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
- V0.0.3 by @jacuzzicoding in #8
Full Changelog: v0.0.2-alpha...v0.0.3-alpha
v0.0.2-alpha
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
- Feature camera by @jacuzzicoding in #1
- Feature - day/night by @jacuzzicoding in #7
Full Changelog: v0.0.1-alpha...v0.0.2-alpha
v0.0.1-alpha
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!