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More fixes to the readme.
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README.md
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README.md
@ -22,10 +22,9 @@ On the technical side almost everything has been set up the way I think will wor
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Improvements will be needed obviously, but I don't expect big 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 to finish / make the content creation tools usable without any issues.
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These are the mesh_data_resource_editor, the mat_maker_gd, and the world_generator addon.
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Currently I'm working to finish / make the content creation tools usable without any issues.
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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 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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Character mesh generation, and it's setup will probably get refinements soon, after the mesh data resource editor
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@ -33,14 +32,14 @@ editor plugin is done, as it definitely needs some work. This might require some
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I don't expect big changes anymore.
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I only have a minimum amount of content, only enought 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. (Hopefully soon.)
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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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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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and then later 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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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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## Features
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@ -49,13 +48,13 @@ I decided to just focus on the technical stuff, and make that as good as I can f
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I'm working on these currently.
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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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- 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, and edge split merge). 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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- 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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