diff --git a/README.md b/README.md index e6193406..84ca18ec 100644 --- a/README.md +++ b/README.md @@ -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