Commit Graph

66 Commits

Author SHA1 Message Date
8b153238c9 Created a grass texture, and a dirt texture. Modified my old textures. Now the world's textures are 64x64, and the voxel scale is 2. 2019-12-23 22:45:29 +01:00
f0a85e99ef Update everything. 2019-12-22 22:14:58 +01:00
e9515bef2c Changed the license to MIT. 2019-12-22 19:20:38 +01:00
dadcdbb66d Added ess_data.json. HEADS will be updated later. 2019-12-21 02:50:44 +01:00
58f7b65e63 Work on the character model. 2019-12-18 20:52:38 +01:00
2eaecddfa8 Started reworking the current model's skeleton. 2019-12-17 23:16:10 +01:00
f12e3ede7c Update everything to the latest. 2019-12-13 09:39:43 +01:00
c75e309ab8 ESS update. 2019-12-12 19:01:10 +01:00
2b9960056d Disabled texture filters for the character, and the terrarin. 2019-12-11 14:59:44 +01:00
90badb366e Update ESS. 2019-12-10 13:14:15 +01:00
ab51e06585 Update HEADS, and fix errors. 2019-12-10 11:09:02 +01:00
919cea2ba9 Now the castbar won't show the percent. 2019-12-08 20:01:45 +01:00
25f3e98f43 Created 3 textures using godot-procedural-textures (https://github.com/RodZill4/godot-procedural-textures). Also the test dungeon start room now generates a little ruined structure outside as the entrace. 2019-12-08 19:44:08 +01:00
582f2298f2 Actionbars are now using built in control functionality for layout. Also Vsync is on now. 2019-12-07 19:01:34 +01:00
0755ceb74d Shadows are disabled again (for now), so it's easier to test on low end hardware, before I implement a setting for it. 2019-12-07 17:15:08 +01:00
3587693a99 Turns out my main monitor's color balance was set differently, changed the settings so the style would work with the proper defaults 2019-12-07 17:00:32 +01:00
054bb18cd3 Improved the menu a bit. 2019-12-07 16:12:27 +01:00
ad8c9fb653 Work on the style. 2019-12-07 15:54:46 +01:00
3e0b247251 Experimented with the world scale and different sized textures, I want to make the world less like pixel art. Also changed map generation a bit, but it will need more changes, as I originally implemented the transvoxel algorithm differently, in order to have proper voxel type information. 2019-12-06 23:17:12 +01:00
d4d4cfaa8a Added the 3 elementalist spells to elementalist!s class. 2019-12-06 00:48:36 +01:00
5d01eddfee Started work on a new class, the elementalist. 2019-12-05 01:00:45 +01:00
d7b8315051 Removed Berserker for now. It didn't have any spells implemented anyway. 2019-12-04 00:27:42 +01:00
ff1cb6c0fa Doubled Naturalist's base stats. Also added stats for Berserker. 2019-12-03 23:51:56 +01:00
4ee06625ce Unitframes now display the actual health values. Also smaller improvements to them. 2019-12-03 23:22:35 +01:00
b58f5093da Converted most of the SpatialMaterials to ShaderMaterial. 2019-12-03 16:33:46 +01:00
ca8bdf9ce2 Now the characters and terrarin use the same material, and shader. 2019-12-03 15:22:45 +01:00
af1fd0bb12 Fix null reference exception. 2019-12-02 21:33:59 +01:00
2d34cff90d Added a default level override variable to the Entities autoload. Fixed a few issues with applying stats on level up. And HEADS (ESS) update. 2019-12-02 19:19:49 +01:00
633c380f08 ESS update, and gdscript compile fixes. 2019-12-02 00:43:24 +01:00
a9177a92e0 Added the MIT license text to all files, I previously marked as MIT. 2019-12-01 23:21:48 +01:00
2bf21a27b4 ESS update. 2019-12-01 23:21:17 +01:00
aa635c65f2 Update for ESS. 2019-12-01 18:54:12 +01:00
c88e61ad65 ManaResource setup. 2019-12-01 01:18:19 +01:00
58ba871622 Update ESS to latest. 2019-12-01 00:25:55 +01:00
4e76fb3c2f Implemented sorting for the spellbook, and the ability to hide spells that the player cannot learn. Also spells are now color-coded based on what the character knows. 2019-11-29 14:10:45 +01:00
ea654acf7f Item count support for the ui. 2019-11-29 10:18:17 +01:00
824fd02d0f Now the crafting window will show some text instead of looking broken when nothing is selected / the player has no recipes in the selected category. 2019-11-29 09:18:01 +01:00
4d1da296cd Removed forgotten utility ai resources. 2019-11-27 19:57:15 +01:00
8fd696c71a Update every module to the latest. 2019-11-27 11:22:04 +01:00
08971de608 The map button is hidden now, I'm not sure yet if it's a good idea for the game to have it. But even if it is, it will take a while for me to implement it. 2019-11-25 15:03:55 +01:00
6c42a45910 Main material now uses a simple custom shader. Updated modules to head. 2019-11-25 12:13:16 +01:00
865d97018e Found a better way to handle strafing. Also now animations are in place for both the left and right strafe. 2019-11-25 02:55:01 +01:00
cba3784f51 Small change to voxel texture's readme. 2019-11-24 19:10:51 +01:00
604d05d375 Improved the voxel textures. 2019-11-24 19:08:02 +01:00
49752d777e Swapped the grass and dirt textures. 2019-11-24 17:00:52 +01:00
71d16d8bfd Work on player animations. 2019-11-24 16:05:25 +01:00
894e45df31 Set force dungeon to off. 2019-11-22 18:07:16 +01:00
7ef7d66430 Fixed the project's name in the settings, added back in godot's icon for the project, and breserker now has the text "DO NOT USE", as the class will not work properly (at the moment). 2019-11-22 18:02:19 +01:00
fe610dbc7d Changed the license for some of the files, because I forgot about them yesterday. Sometimes I implement functionality in them, and then port it to the entity spell system module. FYI I'll clean this header up a bit later, the MIT license refers to the same one as in the aforementioned module. This is also true for voxelman related classes. 2019-11-21 13:10:00 +01:00
b3e02338ec Replaced the white character textures with actual textures from open game art. 2019-11-21 00:10:56 +01:00