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Long overdue rework / update of the status section in the readme.
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README.md
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README.md
@ -25,45 +25,27 @@ Unfortunately the web editor needs custom http headers to work and I can't set t
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## Status
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On the technical side almost everything has been set up the way I think will work in long term. \
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Improvements will be needed obviously, but I don't expect core reworks anymore for the forseable future.\
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[Here's a list of some of the more prominent features](#features).
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Currently I'm working content.
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Currently I'm working to finish / make the content creation tools usable without any issues.
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Roadmap:
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The Mesh Data Resource Editor will need the most amount of work by far, as it needs some of it's core tools implemented.
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The rest only needs undo-redo to fix most of their remaining usability issues.
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- Have a few animal models that can be used for the starter zones.
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- Have a few building models.
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- Add in sounds.
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- Have some ambient sounds as music.
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- Set up a proper starter zone.
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- Implement the naturalist's spells.
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- Add a male model.
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- Add more classes.
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- Then start working on new zones.
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Character mesh generation, and it's setup will probably get refinements soon, after the mesh data resource editor
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editor plugin is done, as it definitely needs some work. This might require some api changes, other than this
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I don't expect big changes anymore.
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Some planned changes that will come sometime:
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I only have a minimum amount of content, only enugh to figure out things like look, colors, style, and technical stuff etc.
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I'll start working on it properly after the content creation tools are done. \
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Hopefully it won't take long to have something that's actually playable.
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Note that things like the spell system already has most of the required core features for even complex spells,
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which might be strange at first sight, especially if you know agile development. This is because this project
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was originally developed in unity (for about 3 years), and then eventually due to constant issues, bugs,
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and annoyances I ported it to godot (while fixing the design issues that I was forced to do because of c# / unity).
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Then eventually I went open source with it. Since I already had a prototype that let me mess with classes for a while,
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I decided to just focus on the technical stuff, and make that as good as I can first.
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- Add support for multiple worlds. (Just have to make use of the new World class in the engine. The scene tree (Entities and Entity Bodies) will need small changes.)
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- Fix up multiplayer, and implement missing things (like animations for clients).
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## Features
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### Content creation tools
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Note: I'm currently focusing on these.
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- World Generator: It contains resources that can handle world generation, and an interface for easy editing. Needs undo redo.
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- Mat Maker GD: [RodZill4's Material Maker](https://github.com/RodZill4/material-maker) ported to the cpu. Needs undo redo, and about 60 nodes.
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- Mesh Data Resource Editor: Needs some core features (Like mesh face creation, deletion, edge split, merge etc). Also needs undo redo.
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I also have these added to the project.
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- Color palette addon from https://github.com/EricEzaM/godot-color-palette
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- Godoxel addon (An in godot image editor.) from https://github.com/aaronfranke/GraphicsEditor
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### Multiplayer
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Multiplayer was broken for quite a while, so currently it has a lot more bugs than it used to.
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