Version a0.04

## Overview

Version a0.04 of DreamLink 3D is a privately closed build of the game. Formally started the day of a0.03's release, no in-game work would begin until roughly a month later. This update is notable for laying the groundwork for the Manifestation System and Abilities, adding a large number of Dreamscapes, bringing major revisions to many Dreamscapes and existing mechanics, and much more. Two incomplete builds were distributed privately during the development of this version, Previews 1 and 2 respectively, in July and December 2021. The update was publicly closed in February 2022, as development switched to Version a0.05.

## Changes to Friends

* Fixed the annoying quirk where if you had removed your only other party member, the game would tell you there was no one left to remove as if you didn't already know that.
* A stray incorrectly colored pixel on Tera's face has been fixed.

## Changes to Dreamscapes

### Overall

* They have been renamed from DreamLinks to follow the new naming conventions.
* Dreamscapes now internally follow the IDs as stated on here. For example, the Sinkhole went from DREAM-01 to just 1, and the Blackout version went from DREAM-01b to 1.1.
	+ This has led to a redesigned method of organization for the Tourist achievement, where the game now simply adds all visited IDs together and checks that against the maximum possible, rather than using individual switches for each map/map group. This also means Tourist now requires visiting every Dreamscape in the game to be unlocked, rather than visiting one map from every arbitrarily assigned "group."
* Maps that had weather (snow, rain) on them when entered normally now have weather on them when entering from the Test Room.
* Maps that feature weather now have a smoother transition out of the weather upon wake up and between warps.
* Dreamscapes that had locked cameras (such as the Wheat Field) do not anymore.
* Doors that are merely locked (and thus can be picked- basically hidden or low-chance warps) now say "It's locked." while doors that are incapable of being opened at all now say "It won't budge." to better communicate to the player which doors are to be investigated further.
* Region IDs inside of maps were overhauled and made universally similar. Previously certain maps used IDs such as 8, 9, and 11-13 to do unique functions, but now these are made standard for all maps. The order is as follows:
	+ Region 0 : Blank, does nothing
	+ Regions 1-15 : Tile heights 1-15, used for Friend spawning
	+ Regions 16-31 : Tile heights 0-15, not used for Friend spawning
	+ Regions 32-47 : Tile heights 0.5-15.5, (1.5, 2.5, and so on) used for Friend spawning
	+ Regions 48-63 : Tile heights 0.5-15.5, not used for Friend spawning
	+ Region 64 : Tile height 0, used for Friend spawning
	+ Region 65 : Tile height 16, used for Friend spawning
	+ Region 66 : Tile height 16, not used for Friend spawning
	+ Regions 72-79 : Tile heights 0-7, inaccessible area
	+ Regions 80-111 : Tile heights 16.5-32, incremented by 0.5, used for Friend spawning

### The Sinkhole

* Has been revised to now include circular platforms at the far edges of the outer circle, along with more buildings.
* The player's spawn was moved to {57,108}, the friend can now spawn anywhere on any of the interior roads and at the center ring of the map, and there is new Dream Residue at {21,51}.
* The warp to the Backrooms has been relocated to {40,64}, and a bug has been fixed where the chasers now spawn properly 1/25 of the time.
* A new warp to the Business District (from Above) at {52,52} takes the old building's place, which is now also 8 tiles high.
* There is also a new warp to Souldust (at Sunset) at {76,40} that goes both ways (but can't be gone back through), and the building it's housed in was given a different texture.
* Its Night variant has been renamed to the Blackout version, it was also made more distinct from the original- the player spawns at {57,6}, there is no warp to the Business District, and the door to the Backrooms has a 1/5 chance of chasers.
* Both versions have had their fog limit pushed out slightly (50~100 to 50~120) to make sure no part of the map despawns on the far edges.

### The Shopping District

* Renamed from the Dark City, it has been completely redone from the ground up.
* The player spawns at {14,28}, the friend can spawn anywhere on the main landmass or beaches. There is Dream Residue at {28,5} and {76,99}.
* Has no warp to the Dark, but has new warps to:
	+ A one-way warp to the Record Store is located at {69,84} and reverses normal player and friend spawning positions.
	+ An extremely rare warp to the Business District (from Below) at {50,8} can be obtained by walking on the white strip in the center of the map. This has a 1/100 chance of occuring per step.

### The Fake Hub

* Split from the Shopping District, now is ID 33.
* Fixed an inconsistent warp to the Fake Balcony.

### The Fake Balcony

* Split from the Shopping District, now is ID 33.1.
* Now loops in both directions.
* Dream Residue has been moved to {61,16}, {11,33}, {89,54}, and {28,84}.

### The Boardwalk

* For all versions: Fixed an inconsistency where one path on the far right edge of the map was asymmetrical from its counterpart.
* The standard version has more connections to various paths, making it flow better.
* The Black Sky variant no longer has its Dark warp and the platforms for both warps have been removed, no other changes.
* The Monochrome version was renamed to the Monochrome Boardwalk, no longer loops at all, has been moved to a 151x151 map to accommodate for this. There have been considerable changes to overall board layout to make it flow differently than the other versions. It now also has a white fog, no skybox, and slightly further out fog to make it look much better and distinct.
* The Criers on the Monochrome version now have a 1/3 chance of being golden instead of a 1/10 chance, and now pay 200-5000 DR instead of 10-100. Their design has also been altered to be more golden overall and contain less unnecessary colors, and now changes when a gold one has been interacted with.

### The Water Temple

* Renamed from the Pillars in the Water.
* Now 100x100 instead of 50x50.
* Pillars are now more varied in height, some were moved to accommodate the new pathing.
* Slight variations on connections between each "tiled" version since now its double the size of the original. New paths as well to hopefully make it flow better.
* The warp to the Dark has moved to {57,29} and is now sunken into the floor, otherwise unchanged.
* There is new warps to the Waterfalls at {22,93} and the Fish Bowl at {68-70,53}.

### The Backrooms

* There is now a 1/25 chance that when walking around the outer edges of any room, you will be warped to the Concrete World.
* Small edits have been made to the layout to accomodate new warps.

### The Business District

* Renamed from the Strange City, variant nomenclature is unchanged.
* Reordered such that mixed version is the default 6.0, with Above being ID 6.1 and Below being ID 6.2 respectively.
* Fixed a single missing region tile on the mixed version that didn't affect gameplay, but would prevent friends from spawning there.
* All 3 had their fog distance decreased (15~25 instead of 30~40).
	+ The mixed version now has a slightly more cyan fog.
	+ The above version now has a yellow fog.
	+ The below version now has a magenta fog.
* All 3 had some major changes to vary them and make them more interesting:
	+ The mixed version:
		- ~~Coming Soon~~
			* raising the base building height
			* adding slopes with lower walkways between them
		- and a new (exclusive top-of-building) warp to the City Cemetery at {10,2}.
	+ The below version:
		- Has slight layout tweaks including all building heights being overall increased.
		- Has new warps to the Snowy City at {65,66}, and to the Altered Gardens at {23,10}.
		- Can sometimes spawn the Bully at {60,14}.
		- Has the player spawn moved from {15,43} to {16,41}.

### The Wheat Field & its Minecraft Variant

* This map no longer has a locked camera.
* On both, the player now spawns at {37,37} instead of {22,54}.
* On both, the Test Room now sends players to {37,37} instead of {37,63}.
* On the normal version:
	+ There are now 3 warps that have a 33% chance of spawning on the 3 clearings.
		- One to Peaceful Paradise at {12,9}.
		- One to ~~Coming Soon~~ at {}.
		- One to ~~Coming Soon~~ at {}.
* On the Minecraft variant:
	+ The region tagging on this map is now congruent with the original version.
	+ The wood panels on the floor have been removed.
	+ Friends can no longer spawn in a close radius around the player.

### The Laboratory

* The original version is now 164x164, doubled in size.
* Alterations across the map to accommodate tiling and also to make it more interesting throughout. Also new player spawn platform at {81-82, 81-82}.
* Fog has been pulled in slightly (20~40 instead of 25~50) and made a dark green instead of black.
* It loses its warp to the Dark, but the Dream Residue has moved to where this warp used to be to accommodate.
* It also gains a warp to the Lava Bridges centered at {143,48}.
* The Rusted variant is the original version of the map now, just to keep it in some form. It keeps the Dark warp.
* However, the player's spawn is now at {20,48}, and the Dream Residue is now at {52,20}.
* This version's fog has been pulled in (15~30 instead of 25~50) and made a dark brown, instead of black.

### The Coastal City

* Has palm trees along its beaches, loops vertically now as well, and is now 150x150 instead of 150x120.
* Has a new warp to the Pier beginning at {1,61}, and another to --Coming Soon-- at {77-78, 17}.
* Player now spawns at {75,58}, and the friend can spawn anywhere on the beach or in the town itself.

### The Graveyard

* The tile heights have been reduced from 5 (floor), 6 (inside the graveyard) and 7 (walls) to 0.5, 1.5, and 2.5 respectively.
* The above change complements moving the hole that leads to the Dark significantly further behind the graveyard, so that they are not visible from each other, and the hole itself is now much more visible.
* Now sends the player to the same place from the Test Room as from the normal warps, {80,7} instead of a random unrelated spot when accessing from the Test Room, {24,32}.

### The Atmosphere World

* Renamed from the Ice in Space.
* Several large layout changes but the overall structure and vibe is kept, mostly just to make it flow better and have more going on.
* Player now spawns at {28,86}, and new Dream Residue at {2,28}.
* The warp to the Glass World is now at {67,22} and sends players to {34,34} and another to --Coming Soon-- is at {16,4}.

### The Castle Town

* Entire map raised by half a tile to accommodate some new features.
* Most of the Castle has new tile height specifications which makes the castle wall inaccessible and the area a bit more detailed.
* Several small tweaks to building heights in various places, and the previous pathway across the back side of the town's river has been turned into a little nook instead of a path across.
* The Dream Residue on this map has moved to {70,39} to match the above changes.
* New connection to --Coming Soon-- at {106-108,46} alongside some changes to that area to make it more water-heavy.
* Another new connection on the floor inside the back alleys inside the town itself that lead to the Flotilla Interior.
* Fixed a bug where the backside-facing stairs were tiled incorrectly.
* It now rains on this map.

### The Library

Renamed the red version to the Library (in Red) to make it more consistent.

* Split the red one into its own submap, ID 14.1, with the blue now 14.2.
* Changes to all versions:
	+ There's now a lever at {8,62} that when used, will allow you to switch between versions of the map at will. The levers on the Red and Blue variants require an ability to use, however. This lever can also be reversed upwards on all 3 versions using the ability, these lead to hidden alternate warps.
* Changes to the Red version:
	+ Several layout changes to make it flow better without losing its mazelike appearance.
	+ More chasers, alongside moving some existing ones around to accommodate the new layout.
	+ Added stairs leading to --Coming Soon-- starting at {15-17,38}.
	+ Made the orb no longer change colors randomly based on which direction it was interacted with from.
	+ Walls increased in height from 2 to 4.
* Changes to the Blue version:
	+ Major layout overhauls to make it less mazelike, still keeping the overall base map intact however.
	+ Removed useless blue orb.
	+ Added stairs leading to the Tower starting at {44,3-5}.
	+ Made the fog a richer fuchsia and a bit brighter overall.

### The Minecraft World

* Player now spawns at {56,103}, the Friend spawns anywhere on the accessible ground.
* Edits to the area inside the ravine to accommodate the Nether portal inside the ravine now warping to the Nether, and you can interact with the pickaxe to return to the surface level.
	+ The pickaxe itself has moved to make it less cluttered in the area.
* There is now hidden Dream Residue at {96,85} inside the ravine in a diamond ore block.
* Fixed a bug where the End portal interior didn't show up due to mismatched tile height.
* Also fixed inconsistencies on the warp using the End portal not looking like other warps.
* The End portal now sends players to {61,8} in the End rather than {35,32} which was directly next to the portal.
* Made slight edits to some of the uglier hills.
* There is now a dirt house out in the far areas of the map, walking in the wheat now allows you to access the Minecraft variant of the Wheat Field.

### The End

* The obsidian pillars are now 8 tiles tall instead of 6.
* Fixed the portal visually being too sunk in.
* The Test Room NPC also sends the player to {61,8} on here now.

### The Ruins

* Split from the Minecraft World, it now has its own ID of 40.
* Completely redone from the ground up to match something closer to the original vision for the area, 150x150.
* Has new warps to:
	+ The Water Temple at {70,64}.
	+ -- Coming Soon -- centered at {23,124}.
	+ -- Coming Soon -- centered at {137,37}.

### The Bubblegum Sea

* Renamed from the Waterfalls because a new map fit better.
* The entire map has been redone, resized from 99x99 to 149x149.
* It now has new styles of DR+ and DR- tile interactions, more pillars, a dedicated spawn area, and the pyramid structure has been redesigned.
* Textures for several aspects have also changed to fit the new design of this map.
* The player spawns at {123,12}, and the Friend now spawns anywhere on the base floor.
* The warp to the Dark has been moved to center around {22,27}, and there's a new warp to the Tower at {74,77}.
* The Dream Residue has been moved to {74,71}.

### The Dark

* New warps to anywhere via light patches at {76,12} and {44,140}.
* The light patches now fade the screen a pale gold yellow on transition instead of black.
* The water squares are now sunk half a tile down.
* The light patches now actually render light! As a result the whole map is slightly darker and the light patches indicating them will be made a bit less visible.
* This map has a Flashlight on it, replacing the water tile at {76,84}. All textures were brightened to accommodate the map being made darker lighting-wise so it might look a little different, but this is the new final.
* The walls on this map have been raised by 1 tile.
* The dark water tile that previously led to the Monochrome Boardwalk now leads to the Boardwalk (Black Sky) and its texture has changed to compensate.
* The Bully can sometimes spawn at {100,42}.
* There is a new warp into it from the Parking Lot (Blackout) at {140,124} - the symbol looks like a streetlight.

### The Snowy Town

* Fixed inconsistent and conflicting naming between The Snowy Town and the erroneous Snow Town.
* Fixed visual inconsistencies on the warp to the Snowy City.
* Fog is now pushed out slightly (10~20 instead of 10~15).

### The Glass World

* Renamed from the Grey Ice.
* Fog is now pushed out slightly to 15~20 instead of 10~20, and the color is changed to a better grey (#808488 to #778786)
* Made some adjustments to the layout and increased height overall to accommodate new warps.
* Now has connections to the Golden Glass World at {35,69-71} and the Tinted Glass World at {16,25-27}.

### The Volcano

* It has been doubled in size, taking it from 91x61 to 182x122- this is to allow the map more variation and connections without feeling too easy to navigate.
* Lava pools were added to various large platforms, and several areas had alterations to account for the new size, new connections or to make the area more interesting visually.
* It now has connections to:
	+ A warp at {141,28} leads to the Rusted Laboratory.
	+ A warp at {78,110} leads to the Tower.
	+ A warp at {123,109} leads to -- Coming Soon --.

### The Nether

* Rather than being flat with raised walkways, this map now is terraced and featured Nether brick ramps as slopes. It keeps the same general style and layout of the original version of the Volcano.
* The player now spawns at {50,26}, while the Friend spawns in any walkable area.
* It now has a Nether portal warp to the Minecraft World at {78-79,48}.

### The Pier

* Removed the Test Version that went unused in a0.03, and fixed inconsistencies with IDs coming from it being 23 and Pier 1 being 23a (23.1), leading to this and the game being at odds.
* This map no longer has a locked camera.
* Fixed the render for this map using the incorrect tileset (this wasn't a bug on the actual map, but on the Map Title Screen and here.)
* All now are raised half a block off the ocean, instead of a full block.
* Resized this map from 75x41 to 150x81, to allow more space for warps and to accommodate the free camera.
* The player now spawns at {75,40} on every version.
* All fog has been pushed out slightly (20~30 instead of 15~30).
* Each version has now been given a unique name, time of day, tileset, background and fog color. They also have been given unique pages on here, and the old combined page is being retired.
	+ As such, some versions have been moved around in the order, and as such they will be reorganized on here to match their closest analogues.
	+ The new order would match the previous as 2, 3, 4, 5, 7, 6, 1. This is listed here for archiving purposes and is not in the game in any way that would make this obvious.
* Each version has a unique warp:
	+ The Pier (at Dawn) leads to the Flotilla.
	+ The Pier (at Noon) leads to the Sunset Islands.
	+ Pier 3 leads to -- Coming Soon --.
	+ Pier 4 leads to -- Coming Soon --.
	+ The Pier (at Dusk) leads to the Summertime Supermarket.
	+ The Pier (at Blue Hour) leads to Souldust.
	+ Pier 7 leads to -- Coming Soon --.

### The Cloud World

* Fixed a bug where due to designer error, there was a small chance a Friend could spawn in an inaccessible area.
* Made several small layout tweaks to give each area some variation and to allow connections to be added.
* There is now a warp to the Tower at {9,65} and the Church at {76,47}.
* The fog has been pulled in (10~25 instead of 15~30) to make the map flow better.

### The School Hall

* Renamed from the School to prevent confusion.
* This map no longer has a locked camera.

### The Classroom

* Split from the School Hall and made ID 36.
* There is no longer a pop-up indicating free camera control on this map, which previously erroneously appeared when warping from anywhere.

### The Supermarket

* Fog color was changed from pitch black to a purplish blue, and was slightly pushed out (15~25 instead of 10~20).
* There is now a 1/25 chance of being warped to the Backrooms when you walk along the walls closest to the shelves.

### The Concrete World

* Fog was pulled in ever so slightly (20~45 instead of 20~50).
* It now rains on this map.
* Several layout changes to make it flow better, increase connections between areas, and allow for new features.
* There are new connections to -- Coming Soon -- at {.} and -- Coming Soon -- at {,}.

### The Islands, the Sunset Islands and the Island (at Night)

* Reordered so that the above is the new ID order- Sunset being 26.1 and Night being 26.2.
* Also fixed various name inconsistencies such as Endless Islands, Island, and Islands Sunset, which are all erroneous.
* The Sunset Islands now has a connection to the Pier on the leftmost edge of the map at {29,65}. It follows the map's cyclical spawning nature and cannot be interacted with if you come here from the Pier Version 2.

### The Snowy City

* Fixed name inconsistencies between this and the erroneous Snow City.
* Fixed an incorrect tiling error on one of the buildings near the center of the city.
* Added a new connection to -- Coming Soon -- centered at {75,75}.

### The Record Store

* Removed a wall in front of the door for visual clarity.
* All record textures have been redone to accommodate a new easter egg on this map.
* When interacting with a record shelf, a drawn version now pops up! Just a fun little addition.

### The Neighborhood

* Fixed naming inconsistencies for the Moonlit version.
* Several internal changes to region tiling to make this map uniform with the rest and not have weirdly specific data.
* Changes made to the original version specifically:
	+ The default textures are now much lighter and blue tinted instead of near black.
	+ The fog is now a dark blue, and has been pushed out slightly (from 15~25 to 20~35).
	+ It now rains on this version.
* Changes to the Moonlit version specifically:
	+ Player now spawns at {69,10} - the location of the other odd house (that previously had a door warp to...)
	+ The warp to the Mansion is now located at {7,105}, on the house where the player used to spawn.
	+ The fog has been made a very dark gray instead of a near black, and has been pushed out significantly (from 15~25 to 25~40).

#### The Underbridges

* The tiles on this map are no longer randomly rotated horizontally or vertically.
* There is now a 1/25 chance that when walking on a vertical tile, you might be warped to the Void Bridges.

### The Mansion

* The player spawn has now moved to {62,12} - from any warp.
* Fixed a bug where warping to this map from the Snowy Town, the snow will now stop as intended.
* The locked door now requires the Lockpicker ability rather than being a random item drop.
* Now whenever you walk through the doorway of any room, there is a 1/25 chance of being warped to the Room.
* Small layout tweaks to make it flow better.
* The Bully can sometimes spawn at {10,79}.

## New Dreamscapes

This update includes a large number of new Dreamscapes, including some variants and additional forms for older maps.

### Variants Split From Existing Dreamscapes

* The Retro City
	+ Split from the Shopping District as I wanted to honor past versions of classic maps, this version was given a unique look and preserves the original layout.

* The Retro Ruins
	+ Split from the Ruins as I wanted to honor past versions of classic maps, this version was given a unique look and preserves the original layout.
	+ It has several new Dream Residue to reward exploration due to its tedious layout.

### New Variants of Existing Dreamscapes

* The Library
* The Golden Glass World and the Tinted Glass World
* The Summertime Supermarket and the Supermarket (Blackout)
* The Neighborhood (Blackout)

### New Dreamscapes

* The Factory
* The Sewers
* The Retro Sewers
* The Flotilla, and the Flotilla Interior
* Souldust, Souldust (at Sunset), and Souldust (at Noon)
* The Willow Trees
* The Tower
* The Tulip Field
* The Ski Lift
* The Fish Bowl
* The Closet
* The Vacant House
* The Ice Temple
* The City Cemetery
* The Church
* The Mall
* The Flooded Shops
* The Ballerina's World
* The Void, and the Soulless Void
* The Missing District
* The Parking Lot, the Parking Lot (Blackout), and the Parking Lot (Morning)
* The Lava Bridges, and the Void Bridges
* Everybody's Secrets
* The House
* The Forest Road, and the Forest Road (Rainy)
* The Sanctuary World
* The Limbo District
* The Diorama
* -- Coming Soon --
* The Parking Garage
* The Hedge Maze
* The Souls World, and the Soulless World
* The Altered Gardens
* The Party
* The Wasteland Town
* The Moon, and Her Moon
* The Satellite District
* The Spaceship
* The Arcade
* Retro Souldust
* The Block World
* The Greenhouse
* The Mushroom World
* The Lovely Stairs
* Strawberry Street
* The Ice Planet
* The Trickster's District
* 000, 111, 222, 333, 444, 555, 666, 777, 888, 999, and 313 Districts
* The Deep Woods
* The Peaceful Paradise
* The Stronghold
* Eeby Deeby
* The Crystal Heart Lake
* The Present World
* The Gated Community
* The Sky Island
* The Exile District
* The Obsidian Canyon
* The Giant's World
* The Marble Council

## The Hub & Shop

* Map Title Screens have been removed, and most of their functionality has been removed, but the renders used for them are used elsewhere.
* Fixed small quirk in text in the terminal where catalog was unnecessarily capitalized. I also changed "Enter DreamLink." to just "DreamLink." as it is used as a verb here and the areas are not called DreamLinks anymore.
* The player now sleeps in a physical bed to go to sleep, instead of standing in a pool of water. The timings on various aspects of entering a dream & waking up have been adjusted to accommodate this.
* The game now keeps track of & displays how many DreamLinks you've entered on the main terminal screen.

## Achievements

* Tourist, as listed above, now requires visiting every individual Dreamscape and variant in the game to unlock- no skipping!
	+ It now also displays the percentage of maps you've visited in total so far! This doesn't follow conventional logic because it's a dream but it's a general guideline for you!
* Fixed some quirky and missing text regarding unfulfilled achievements (particularly 200 & all Friends, and Tourist).

## Controls Changes

* The game now supports mouse-based camera movement and clickable interactions.

## Misc.

* The default option for the Mac warning in the Intro is No, making it less annoying.
* Fixed some very peculiar inconsistencies in visual filters during the Intro.
* Did some major rewrites on the Intro overall to accommodate changing terminology, new features, fix weird phrasing, etc.
	+ Also tweaked the layout of the Friend recruit area a bit.
* You now start with 2000 DR.
* The camera now resets position upon warping between any areas.
* There is now an NPC in the Test Room that unlocks all capes, and the one that disables MV3D has been moved to the far left end of its row.
* Some NPCs in the Test Room have been moved around, removed, or changed color to accommodate new features.
* The Test Room has been redesigned again to make it more navigable.
* The Test Room now has a map title like most other maps in the game, for testing purposes.
* The game now resets your rotation on waking up, so you always face down.
* There is now a new zoom blur on the edge of the screen, and all filters can now be toggled in the Hub.
* All NPCs should now pause when opening text boxes or using events.
* Bad wake ups now have a slightly darker red tint.
* Added a Test Room NPC that previews experimental changes to Friend recruitment.