mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-20 21:07:17 +01:00
Long overdue rework / update of the status section in the readme.
This commit is contained in:
parent
9bfcab9f8b
commit
c6db9d30f0
46
README.md
46
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.
|
||||
|
Loading…
Reference in New Issue
Block a user