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Yellowbonnet Change Log
- Version 9, released on 6/30/2015:
- Added the capability for characters to play sounds when the player enters their room. The following characters should now have sounds for this:
- group of drunk cowboys
- drunk cowboy
- visiting lady
- admiring woman
- rowdy cowboy
- little kid
- Changed the description of the hotel manager's job so that it doesn't imply he wants a man for the job. That got annoying when playing a woman.
- Award 2 courage and 10 cash for killing the gang of drunk cowboys, previously there was no award.
- Added messages that are heard when starting the game, and when winning or losing it. Should help the story go along better.
- When in map mode, added two new keystrokes. These are s to search and o to look.
- Fixed bug preventing the player character's name from having spaces during game setup. Previously, if the name the player typed in had spaces, the game renamed the player character back to player. Now it is possible to have multiple words in the player character's name, which was the intention in the first place. Silly bugs!
- The basic descriptions of the items seen in inventory menu now appear in buy and sell menus.
- No longer subtract from the final score based on cash spent, instead we add to the score based on the value of all items found. Should make people happier. The cash spent is still tracked and noted in the text coppied to clipboard from the game over menu.
- We now track hazards faced. Note that all characters fought , whether hazards or not, are counted in this, because we use this tracker to figure out what killed the player character if they died. Since the player character may have been fighting a non hazard character that killed them, it made the most sense for us to count all combat in the hazards faced tracker.
- The text retrieved when coppying game statistics to clipboard from game over menu is drastically changed. The text is formatted morel ike it was being narrated, and more info that is now possible to obtain do to the above hazards faced tracker is given.
- We replaced the look around functionality with a look around menu. When choosing look around in the interaction menu, or pressing o while in map mode, the look menu appears. The menu provides the name and description of the room, and if there are characters in the room each character's long description is provided as separate items in the look menu.
- Added long descriptions to most characters in the game. These can be obtained in the look menu.
- Fixed issues with the stats of the hammer item found on the blacksmith.
- Fixed a bug causing the admiring woman statick hazard character to never load. It's amazing what difference the denomination of a single digit can make.
- Attempted to solve problems with strings heard in combat to help eliminate situations where bodyparts that may not exist, such as arms, on non human characters, would come into play. When fighting snakes and whatnot, the combat messages should make a lot more sense now.
- The human statick hazard characters can no longer load with the neutral or plural gender.
- The burgler character now does not load in the game unless the burgler job exists in this game.
- Most rooms now have environmental sounds associated with them. The sound is looped, and will be played when the player character is in that room. The volume of these environmental background sounds can be adjusted globally and an item is available for this in settings menu. The volume is saved to the Guidedog account.
- Messed with the mobile hazard announcements to try and help make it more obvious what the affect is when encountering them and whether or not the hazard was avoided.
- We can now press tab to view the player character's inventory. This is also available from the review inventory item in the status menu when the player character is carrying items.
- Version 6, released on 6/7/2015:
- Initial Release
- Added the capability for characters to play sounds when the player enters their room. The following characters should now have sounds for this: