More fixes to the readme.

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Relintai 2022-01-11 20:44:18 +01:00
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@ -22,10 +22,9 @@ On the technical side almost everything has been set up the way I think will wor
Improvements will be needed obviously, but I don't expect big 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.
These are the mesh_data_resource_editor, the mat_maker_gd, and the world_generator addon.
Currently I'm working to finish / make the content creation tools usable without any issues.
mesh_data_resource_editor will need the most amount of work by far, as it needs some of it's core tools implemented.
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.
Character mesh generation, and it's setup will probably get refinements soon, after the mesh data resource editor
@ -33,14 +32,14 @@ editor plugin is done, as it definitely needs some work. This might require some
I don't expect big changes anymore.
I only have a minimum amount of content, only enought 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 soon.)
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
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),
and then later I went open source with it. Since I already had a prototype that let me mess with classes for a while,
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
@ -49,13 +48,13 @@ I decided to just focus on the technical stuff, and make that as good as I can f
I'm working on these currently.
- 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.\
- 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, and edge split merge). Also needs undo redo.
I also have these added to the project.
- Color palette addon. from https://github.com/EricEzaM/godot-color-palette \
- 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