Long overdue rework / update of the status section in the readme.

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Relintai 2022-10-27 10:22:47 +02:00
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@ -25,45 +25,27 @@ Unfortunately the web editor needs custom http headers to work and I can't set t
## Status ## Status
On the technical side almost everything has been set up the way I think will work in long term. \ Currently I'm working content.
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 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. - Have a few animal models that can be used for the starter zones.
The rest only needs undo-redo to fix most of their remaining usability issues. - 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 Some planned changes that will come sometime:
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.
I only have a minimum amount of content, only enugh to figure out things like look, colors, style, and technical stuff etc. - 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.)
I'll start working on it properly after the content creation tools are done. \ - Fix up multiplayer, and implement missing things (like animations for clients).
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.
## Features ## 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
Multiplayer was broken for quite a while, so currently it has a lot more bugs than it used to. Multiplayer was broken for quite a while, so currently it has a lot more bugs than it used to.