Greetings everyone! I just released the next massive update for this game!
Last time around, I was teasing a patencial 3d capable refactor in the near future. Well, the future is now, because that's exactly what this update brought. After the last update shipped I dove right back in and kept working on the game pretty steadily, chipping away at the 3d port one entity at a time, and one thing led to another until the whole game was running in three dimensions.
I bundled the entire 3d effort plus a bunch of polish into one massive release. I'd say it was quite worth doing because the game now has a true 3d mode alongside the original 2d and topdown modes, which is something I've been wanting to do for years.
Anyways, without further ado, here's what's new from versions 10.0 to 11.3. I'm only going to summarize the top 10 features that are the most significant to not only me, but you guys as the players.
Here are the top 10 enhancements I made for the game.
1.
The 3D Map Mode
A new full three-dimensional map mode joined 2d and topdown across the v10.x series, with every buildable entity ported from a flat plane to a true volumetric world over eleven minor releases. Maps now declare their mode in info.sif, and authors picking 3d work with x, y, and z coordinates throughout, where the z axis is real height that supports falling, jumping up to, walking under, and standing inside. By v11.1 every entity that exists in 2d also exists in 3d with the same fidelity, including the dozens of construction, transit, combat, hazard, audio, and zone types that the rest of this list breaks out in detail.
2.
Volumetric Construction
Platforms, walls, and staircases were the first three entities to cross over and they set the pattern for everything that followed. Platforms in 3d sit at a chosen height instead of the floor, walls become solid volumetric barriers with a height range you can walk under or over, and staircases turn into volumetric regions you climb through with the height keys. Conveyor belts, vanishing platforms, moving platforms, and moving hazards followed the same shape, gaining minimum and maximum height plus a real y length so they're true floor surfaces instead of one-tile strips. Moving platforms and moving hazards also picked up two new direction list options for moving on the z axis only, while the eight existing horizontal directions still work in 3d at the entity's chosen height.
3.
3D Multi-Floor Transit
Every entity that moves you between heights got a 3d port. All four door variants (regular, item, ranged, ranged item) gained starting and finishing z, and ranged doors added minimum and maximum z trigger heights alongside their existing footprint. Passages got a starting z, a height, and a new bottom-to-top option that turns the passage into a vertical shaft. Lifts gained a real y range and a separate minimum and maximum z so the platform is a real floor that travels up and down. Elevators ride between floors on z instead of along y, and elevator floors became real 2d areas in 3d with their own minimum and maximum y plus a single z. Teleporters gained a starting z, finishing z, z seeing range, and a move on z axis option so they can chase you up and down.
4.
3D Combat and Six-Direction Firing
NPCs gained six new info file keys (z attack range, z sight range, patrol z range, move z, tel z, plus minz and maxz tokens accepted in any range value), so an npc only sees, attacks, and is attacked when the target shares its z, and patrolling, roaming, teleporting, and chasing all gain a z axis when move z is enabled. Bullets and projectiles now fire in every direction the player or npc can face: topdown fires forward and backward along y, 3d fires up and down along z, and npcs aiming at a target pick the dominant axis among x, y, and z so a creature above you on a 3d map shoots straight down. Weapons gained a z range key and a matching z range upgrade item in the points menu costing three points per tile. Fall damage came back to 3d, with eight-tile drops hurting the player, draining the shield, damaging the bike if you're riding, and breaking bones the same way 2d already did, and body falls now play at the corpse's z so a kill on the second floor lands above instead of below.
5.
3D Vehicles, Bikes, and Aircraft
Vehicles gained a z and picked up forward/backward driving along the y axis on topdown and 3d, with the accelerate and brake keys moving off up/down to free those for turning, and got proper edge and wall handling: low-speed contact stops the car and reverses its facing, while high-speed contact crashes it instead of pushing through. Bikes gained the same z-axis port and forward/backward riding, plus edge handling on every side of the map (the old code only checked the right edge against zero), and now follow the player on the x axis when something else moves you so a parked bike at the foot of an automatic door becomes a makeshift bike lift. Aircraft gained four-direction flight where shift up/down turn the plane north and south matching how shift left/right already turned it east and west, up and down adjust altitude on z in 3d, and beacons became real landing rectangles with minimum and maximum x and y plus an explicit altitude.
6.
3D Zones, Audio Bubbles, and Hazards
Every static-area entity gained a height range. The ten zone types (text, menu, heal, safe, obscurity, bomb, item, npc, projectile, blockage) each picked up minimum and maximum z or a single z, so ten kinds of zones can stack on the same x/y footprint at different heights without bleeding into each other. The five audio entities (effect space, sound ambience, sound source, timed ambience, timed source) became height-aware, so reverb on the second floor stays on the second floor and looped sources fall off correctly above and below as well as around. Hazards, spikes, force fields, and vanishing hazards each gained minimum and maximum z and only damage you within the range, with the spy and object info menu picking up width by length by height labels for each in 3d.
7.
The Body Rotation System
Topdown and 3d maps gained a body rotation axis. Pressing q rotates your character 45 degrees to the left and pressing e rotates 45 degrees to the right, holding either repeats at the walk cadence, you hear a rotate clip from your character pack, and the new heading is spoken on each step. The keys do nothing on 2d since 2d has no axis to turn on, and they keep working alongside alt q for the zone announce and alt e for the object info menu. This was the second headline of the era after the 3d port itself, fundamentally changing how you orient yourself on a non-2d map.
8.
Body-rotation everywhere
Once the rotation system existed, every directional system in the game ported to use it on topdown and 3d. Arrow keys move you in body frame, so up walks the way you're facing, down walks behind you, and left/right strafe to your sides regardless of cardinal or diagonal heading. The g-plus-arrow camera moves, the spire's shift-plus-arrow scans, the sonar's j/l/i/k sweeps, and aim itself all became body-relative, with diagonal rotations snapping aim to the nearest cardinal so the existing one-axis bullet system can still fly the shot. The soundscape rotates too, so every spatial sound the player hears pans relative to which way your body is turned, with looped sounds like conveyor belts and clock ticks updating their position frame by frame as you rotate.
9.
Topdown Cleanup
Topdown got a sweep of cleanups now that 3d carried the height-axis weight. Lifts, elevators, elevator floors, vanishing platforms, and floor breakers were hidden from the topdown build menu since none of them mean anything without a height axis, the grappling hook was disabled for the same reason, the character blocker dropped its three height-only options, and the sonar's i and k labels became front and back. In parallel across v11.1 and v11.2, every builder got a hardening pass for required field validation and camera marker prefilling on topdown and 3d: two dozen builders stopped silently submitting empty fields as zero, and their y fields started prefilling from the camera's back marker on topdown and 3d (instead of always reusing the bottom marker) with z fields pulling from the bottom marker on 3d.
10.
TTS Enemies Reborn
TTS enemies returned in v11.3 as a fully working 2d entity, after being pulled in v8.1 because the old implementation shelled out to a commandline tool that lagged the whole map every time you hit or killed one. The new version uses the engine's native SAPI path so taunts, hurts, and death lines render instantly with no perceptible cost during combat or map loading. Every TTS enemy carries its own voice settings (SAPI voice, rate, volume, pitch) so two enemies on the same map can sound completely different, and zero values on attack or speed unlock four archetypes from one entity (stationary turret, stationary talker, patient menace, standard combatant). A dedicated builder under the kombat tab includes a voice picker populated from installed SAPI voices, sliders for rate, volume, and pitch, and a preview taunt button that renders the current text with the chosen voice settings on demand.
Those are the major highlights of this massive update. There's plenty more under the hood, but those were the most fundamental changes that I made this time around.
Stay tuned for more exciting updates to come!
PS, this will most likely be the last update I'll be making for a long while, so keep an ear out for whenever the next round of updates drop, if any.
Here's the download link for the game, accessible on github.io.
https://tsatria03.github.io/projects/games/SimpleFighter … pleFighter
Enjoy, and happy building!
The people who love you the most, are the people who matter most in your life.