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Yellowbonnet Beta Change Log
- Version 9, released on 6/29/2015:
- added environment sounds for all street rooms, and the following buildings:
- bank
- general store
- church
- hotel
- post office
- fixed bug that was allowing human body parts still to come into play on non human characters. When adding this fix as in beta 8 I got one number off, put 2 instead of 3.
- 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
- Added a bunch more sounds to be heard when encountering mobile hazards, among the sounds added are raddlesnake, drunk, stumble and fall down, sudden downpour, the cat and so on.
- fixed some minor silly issues with combat strings
- drastically modified and improved the text obtained using the clipboard copy text menu item in game over menu.
- fixed a typo that was in the game intro
- changed the description of the hotel manager's job so that it doesn't imply he wants a man for the job, annoying when you're playing a woman.
- award 2 courage and 10 cash for killing the gang of drunk cowboys, previously there was none
- Version 8, released on 6/25/2015:
- Further tweaked inventory menu, among the changes is that it now gives a basic description of the item.
- Minor tweaks to the non combat mobile hazard strings.
- 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, s to search, o to look
- Fixed bug preventing the player name from having spaces during game setup
- the basic descriptions of the items seen in inventory menu now applies to buy and sell menus
- stop subtracting from score based on cash spent, instead we add to the score based on the value of all items found in game.
- We now track hazards faced. Note that all characters fought , whether hazards or not, are counted in this.
- the text retrieved when coppying game statistics to clipboard from game over menu is once again 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.
- 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
- f2 and f3 now adjust background environment sound, a menu item for this is added at the top of settings menu. The setting is saved to Guidedog, regardless of whether changed in settings menu or globally with f2 and f3.
- Fixed 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.
- The human statick hazard characters can no longer load with the neuter or plural gender.
- The burgler character does not load in the game unless the burgler job exists in this game.
- Version 7, released on 6/16/2015:
- Several rooms now have environmental sounds associated with them. The sound is looped, and will be played when the player character is in that room.
- Tweaked the text given with the option to copy game statistics in game over menu to include the amount of cash spent by the player.
- Messed with the mobile hazard announcements to try and help make it more obvious what the affect is or isn't of that hazard, and whether or not the hazard was encountered or avoided.
- Fixed bug with status menu where it could return the focus to the wrong place if it needed to call itself up more than once, such as when opening a sub menu of it and then returning back to status menu. Before now there were no sub menus off status menu so it wasn't noticed
- press tab to view your inventory. This menu will probably be made to contain more details than it currently does. The menu is also available from the status menu, the item called Review Inventory
- Version 6, released on 6/8/2015:
- added footstep sounds. These are heard when moving the character, and are also heard when you move the cursor onto the player, to indicate when the cursor is focused on the player's square
- the items on ground are now hidden
- added sounds for being attacked by dog, bull or horse mobile hazards
- Fixed bug causing the gunslinger mobile hazard to not give any award when killed
- can now set the gender of the player character
- and the player character's name
- can press w to hear which weapon the player character is currently using
- Version 5, released on 6/7/2015:
- Increased chance to hit with a pistol. Uses player's perception now as an additional consideration.
- Defeating the gunslinger now gives 20 cash. This was to fix a bug with the way the game was handling his original award (revolver).
- Changed amounts received for completing jobs.
- Changed jobs to actually make jobs give money for completion
- Fixed blacksmith and teacher's jobs so they would pop correctly.
- Made it possible to sell inferior weapons to the blacksmith or the general storekeeper.
- Changed values for medicine and surgery to make them less prohibitive.
- Implemented new guidedog updates.
- Removed learn game sounds from the main menu.
- Manipulated hazard and character stats to mitigate tester deaths.
Thanks again testers. You are working under a lot of time constraints, and we appreciate all your help.
- Version 4, released on 6/5/2015:
- I've got to give it to Jeremy on this one, way to keep on catching stupid silly bugs faster than I can come trundling along behind you fixing them.
- Some slight tweaks to some of the strings available for characters who can talk, to improve the dialect a bit.
- It is no longer possible to have two copies of the game running, second coppy says there is already one running and then closes itself
- centralized some code that is generically used across all VGA projects to improve the opportunity for edit once, fix all situations.
- Further modified the text coppied with the copy game statistics to clipboard option in game over menu.
- Talk to characters who gave jobs again to have them repeat what the job was
- improved the string heard when the pretty girl gives the player a flower
- Fixed yet another bug with health points stat being incorrectly positioned and messing up everybody's stats
- Added missing description for look around to town square
- Changed attack type of the run-away horse mobile hazard
- Moved the bible to load where it was supposed to
- the c keystroke to announce cursor coordinates now interrupts ongoing speech
- The blacksmith's hammer now costs 5 instead of -1.
- Keyboard hooking setting added. That turned out to be pretty complicated and unique code. Note that disabling Keyboard hook may cause one to become unable to opperate the game, press f8 to re-enable globally.
- Version 3, released on 6/4/2015:
- Thanks, testers. really Great job with this cycle, we really owe you all big time, keep up the good work!
- Once and for all, I hope, fixed bug with end of combat either locking the game up, or causing an infinit loop and error message. Sorry about that.
- f5 decrease f6 increase voiceover volume. Don't know why that didn't already get in. More work for Lexie on the documentation, hahaha.
- When killing characters who are not human, dogs for example, you just hear their boddies fall, no death cry. I'd like to have a whimper for killing a dog and whatnot, but maybe later.
- 3 more choices added to the list of available messages to characters for responding when using the talk command to deal with what you might want to do with items you pick up around town.
- when moving the player character, added a chance to point out that it might be a good idea to search for items in a room. This is a much higher chance than that to actually find the item, but as I haven't hidden the items yet, is currently useless since you can see them right there in plain sight.
- fixed a bug causing hazard characters both mobile and statick to load with stats being incorrect. I was supposed to put the hp stat in the front of all the others, and it wasn't. So everything pretty much got all mixed up. Should make combat with hazards a little less dangerous.
- Deleted the deringer that was loading on the general storekeeper, and moved the one that was loading on the floor to load on him instead, and thus since the value property on that one is correct, the deringer no longer costs -1 cash, lol.
- Decreased search difficulty of all or nearly all items by 20.
- work around what I feel is a bug with certain SAPI voices where they would not stop speaking even though they were asked to. As a result, some strings were lost because the game lost track of just which strings SAPI was actually speaking. This should be a suitable fix for the problems some testers reported where in certain situations SAPI did not speak something that it was supposed to. Sorry about that one, it was nasty.
- It is no longer possible to talk to characters who can't talk.
- Improved the text coppied to the clipboard from the game over menu when choosing that option.
- Left or right control are now used to try and interrupt ongoing speech. Sometimes it may be necessary to hit them several times to silence the game when it is processing a queued list of strings from its speechBuffer.
- Version 2, released on 6/2/2015:
- Blacksmith is now also a shopkeeper who will sell and buy things
- fixed crash bug that occured when the player fled successfully from combat and then tried to load interaction menu later on.
- hotkeys added:
- m current cash
- v moves made
- l report current health
- a list all ranged weapons and their number of bullets
- c cursor coordinates in map mode
- h go home in map mode, returns cursor to player character's position
- general storekeeper no longer offers the physical 'fancy duds' item, instead he sells them as a non physical affect on purchase item, similar to buying a hair cut
- Speaking of haircut, can no longer buy more than one hair cut.
- When starting up, don't speak welcome messages and proceed through to the main menu until game is in focus. Allows to log into guidedog without the game jabbering away in the background.
- It is now possible to reset your stored high scores from the bottom of the high scores menu.
- hopefully fixed mishap allowing the second fight in a set of two consecutive combat experiences to occur before the ending of the first one was announced.
- solved problem causing two different squares (one incorrect) to be announced when encountering a character type mobile hazard while trying to move and successfully defeating it in combat. It would report the square just left then the square now entered after the enemy died or fled.
- f4 now opens the change log for Yellowbonnet instead of TKS, lol
- Version 1, released on 6/1/2015:
- Initial Beta Release
- added environment sounds for all street rooms, and the following buildings: