Consideration done, turns out I am polishing this!
I debated it for a bit, but in the end I felt it would be fun if the first game
I ever properly released was the first one I ever made, and so here it is: The
first major update Timewaster has seen since 2014! Or at least an alpha of it.
Still, pretty exciting to finally be able to show this off. And just before the new
year, too!
Generally speaking, you'll find that this update has cleaned up a huge
amount of the game, be it visually, design-wise or performance-wise. Content-wise,
however, it's still very small, and though I plan to add much more, this release
especially will be rather tiny. The plan is to update this again once every other
week with updates of varying size – some large, some little more than hotfixes
– until it's complete. With that said, please keep the following two points in
mind:
First, be aware that there may be some backwards compatibility issues when
trying to load older saves on this version. I've included code to help
remedy this for the future, but I can't guarantee there won't be any pain points for
this update, as I haven't touched most of this code since 2014. As a safety measure,
all alpha versions will use a different save file from the one used for the main
game; while the final version will likely have a prompt to handle it, importing an
old save into this alpha can only be done via the Import Save button.
Second, I cannot promise that saves made on all alpha versions will be
safely ported. This is, after all, an alpha build. It will
likely change a great deal very quickly as new versions get released. The
save-porting code I mentioned above will help, but I have to add new code to it for
every version I want to support porting for. Given how much and how frequently
things will change during an alpha, supporting all alpha versions would add a lot of
work such that I just can't guarantee it.
All good? Great. Now, for those interested, the bullet points:
Major changes:
- Added prestige system! The button was there, but didn't do
anything... until now.
- All-time stats added that survive prestige. Note that these
won't show up until you've prestiged at least once.
- Removed building price/rate randomization. It didn't really add
anything worthwhile to the game, and I think it was also randomly causing the
page to freeze when starting a new save for the first time.
- Removed x8 game speed. Default maximum game speed is now 2x,
and Ludicrous Speed achievement (the unlock requirement of which has been
doubled) now unlocks x4 instead.
- Added twelve new upgrades.
- Added six new achievements, one of which is a secret!
- Added two special kinds of achievements: Rare and Hidden.
Hidden achievements are extremely hard to find but don't count towards Game
Progress, whereas Rare achievements are just difficult. Both have fancy looks,
however!
- Reduced the number of different time-played-based achievements down to
just three, for playing five hours, one day, and one week. As it
was, there was too many of them, and they were unimaginative and unimpactful.
Besides, the last one took you 30 days to get! That's a little nuts for such a
small game.
- Game progress is now actually tracked and the statistic for it
updated. This statistic tracks how many of the combined
achievements/upgrades/buildings you've discovered.
- The top-right box is now used for noteworthy messages.
Achievements notifications, for example.
Optimizations & miscellanea:
- Upgraded Bootstrap to 5.1.3.
- Added a confirmation dialog to save deletion to help prevent accidents.
- Changed around some of the achievement's & upgrade's flavor text to
hopefully improve the humor some.
- Achievements now appear in a consistent order, rather than whatever order they
got achieved in.
- Achievements now have icons attached to indicate peculiar qualities about them.
Currently only used for rare and hidden achievements.
- Achievement reward descriptions are now always visible, instead of being shown
only on hover. This is both for mobile users and also because the text shoving
other achievements around was rather annoying.
- Removed CSS that disabled outline on buttons/links that were focused as that
outline is important for accessibility. Might replace the outline with a
different focus indicator later.
- Removed the 'Achievement Get' achievement. If I'm going to be meta, I should at
least be creative!
- A bunch of various optimizations and balance changes that'd take too much
space to list here. Seriously, I rewrote most of the game.
- Added a layout change for screens that are 1,300 pixels or less wide that should
dramatically increase usability for smaller screens. This alone should make the
game playable on mobile where it previously wasn't.
- Improved number shortening; now supports numbers up to Quattuordecillion
(i.e. 1045).
- Achievements are now unlocked based on various different events (e.g. building
purchases, ticks, prestiging) that should allow for much more efficient unlock
checks, as well as being much easier to work with.
- Efficiency Indicators upgrade now shows the most efficient building in each
category, as well as now working on Production buildings. Efficient buildings
also now have a blue tinge to them.
- The Time Played statistic now has a separate number for tracking days.
Bugfixes:
- Fixed Production-made buildings not counting towards 'Own one of each
X' achievements.
- Fixed Completionist achievement not requiring any upgrades to be bought in order
to be unlocked.
- Fixed purchased upgrades from a loaded save not appearing in the Purchased
Upgrades section.
- Fixed importing saves not working like regular save loading does; they now
operate identically and this fixes a number of bugs.
- Fixed manual click statistic increasing due to rounding errors when trying
to sell zero stock
- Fixed some rounding errors in stock/money per second values, though
others remain that have proven maddening to catch
- Fixed bug that prevented purchasable upgrades from being shown after loading
a save if they'd been made visible but not purchased
- Fixed duplicates of achievements showing up when importing a save with
achievements in it that were already earned before importing
- Fixed upgrade listings not animating when initially shown
- Fixed number abbreviations so that they don't do rounding
- Fixed number abbreviations for income restarting from zero when making over
1,000/sec of either currency
- Fixed time played achievements & Time Played stat so that it's properly tracking
the amount of time the game has been played, rather than real-time elapsed since
save creation