From c6db9d30f0791b90a17cc7c264b8860de79449c8 Mon Sep 17 00:00:00 2001 From: Relintai Date: Thu, 27 Oct 2022 10:22:47 +0200 Subject: [PATCH] Long overdue rework / update of the status section in the readme. --- README.md | 46 ++++++++++++++-------------------------------- 1 file changed, 14 insertions(+), 32 deletions(-) diff --git a/README.md b/README.md index 4f9a004e..fba9e423 100644 --- a/README.md +++ b/README.md @@ -25,45 +25,27 @@ Unfortunately the web editor needs custom http headers to work and I can't set t ## Status -On the technical side almost everything has been set up the way I think will work in long term. \ -Improvements will be needed obviously, but I don't expect core reworks anymore for the forseable future.\ -[Here's a list of some of the more prominent features](#features). +Currently I'm working content. -Currently I'm working to finish / make the content creation tools usable without any issues. +Roadmap: -The Mesh Data Resource Editor will need the most amount of work by far, as it needs some of it's core tools implemented. -The rest only needs undo-redo to fix most of their remaining usability issues. +- Have a few animal models that can be used for the starter zones. +- Have a few building models. +- Add in sounds. +- Have some ambient sounds as music. +- Set up a proper starter zone. +- Implement the naturalist's spells. +- Add a male model. +- Add more classes. +- Then start working on new zones. -Character mesh generation, and it's setup will probably get refinements soon, after the mesh data resource editor -editor plugin is done, as it definitely needs some work. This might require some api changes, other than this -I don't expect big changes anymore. +Some planned changes that will come sometime: -I only have a minimum amount of content, only enugh to figure out things like look, colors, style, and technical stuff etc. -I'll start working on it properly after the content creation tools are done. \ -Hopefully it won't take long to have something that's actually playable. - -Note that things like the spell system already has most of the required core features for even complex spells, -which might be strange at first sight, especially if you know agile development. This is because this project -was originally developed in unity (for about 3 years), and then eventually due to constant issues, bugs, -and annoyances I ported it to godot (while fixing the design issues that I was forced to do because of c# / unity). -Then eventually I went open source with it. Since I already had a prototype that let me mess with classes for a while, -I decided to just focus on the technical stuff, and make that as good as I can first. +- 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.) +- Fix up multiplayer, and implement missing things (like animations for clients). ## Features -### Content creation tools - -Note: I'm currently focusing on these. - -- World Generator: It contains resources that can handle world generation, and an interface for easy editing. Needs undo redo. -- Mat Maker GD: [RodZill4's Material Maker](https://github.com/RodZill4/material-maker) ported to the cpu. Needs undo redo, and about 60 nodes. -- Mesh Data Resource Editor: Needs some core features (Like mesh face creation, deletion, edge split, merge etc). Also needs undo redo. - -I also have these added to the project. - -- Color palette addon from https://github.com/EricEzaM/godot-color-palette -- Godoxel addon (An in godot image editor.) from https://github.com/aaronfranke/GraphicsEditor - ### Multiplayer Multiplayer was broken for quite a while, so currently it has a lot more bugs than it used to.