|
5185e97d65
|
Update to the latest ESS, to get the update to class and character level separation.
|
2020-02-20 12:21:31 +01:00 |
|
|
882a0ef6de
|
Implement handling needs_target property to spell.
|
2020-02-19 17:00:57 +01:00 |
|
|
4f5d49a977
|
Implement scaling for aura damage, and heal.
|
2020-02-19 16:55:01 +01:00 |
|
|
f26d7fd02d
|
Brought back the gdscript versions of spell and aura script.
|
2020-02-19 13:42:11 +01:00 |
|
|
7c429e21a4
|
Fixed the remaining errors during generation, and disabled the cubic mesher for now. Also updated voxelman.
|
2020-02-14 20:26:55 +01:00 |
|
|
d0a0d6ec39
|
Update HEADS to get the indexing/Cubic Mesher improvements from Voxelman. Updated most of the level generation logic. (A few errors still get printed to the console though.) Right now (temporarily) only the Cubic Mesher's mesh is visible.
|
2020-02-14 03:25:41 +01:00 |
|
|
3cce5a2b3e
|
Update everything to the latest.
|
2020-02-01 02:45:36 +01:00 |
|
|
3044cb8275
|
Update the license for 2020.
|
2020-01-31 20:01:34 +01:00 |
|
|
6aa08476e1
|
Work on the style. Now the transvoxel mesher will scale the textures (like standard terrarin engines). Update to HEADS.
|
2020-01-14 23:15:46 +01:00 |
|
|
afa9701728
|
Changed back the way biome handles isolevel, because this helps to hide the banding(?) at the side of the mountains with the transvoxel mesher.
|
2020-01-14 13:26:15 +01:00 |
|
|
f909042c09
|
Updated voxelman to the latest. Also experimented with meshing.
|
2020-01-13 00:43:45 +01:00 |
|
|
7adabed50a
|
Started reworking the graphics to a more usual colorful painterly style, because after lots of experimenting now I think that is the only style that will support the gameplay I want to create. The textures I added are from cc0textures.com. Will add proper attributions when everything settles.
|
2020-01-12 14:33:17 +01:00 |
|
|
382749220c
|
Update for the latest ESS.
|
2020-01-02 23:02:45 +01:00 |
|
|
8ff112bde6
|
Update everything.
|
2020-01-02 00:19:33 +01:00 |
|
|
6cc3f7dd04
|
Better style for the generated terrarin. Also removed the planet without the dungeon. ALso HEADS update.
|
2019-12-28 17:55:10 +01:00 |
|
|
ff0c2f362c
|
Implemented different row scenes for the options menu, and exposed/implemented a few video-related options.
|
2019-12-25 01:36:34 +01:00 |
|
|
4d02ca12d1
|
Fix all warnings, and an error.
|
2019-12-24 10:22:56 +01:00 |
|
|
e9515bef2c
|
Changed the license to MIT.
|
2019-12-22 19:20:38 +01:00 |
|
|
f12e3ede7c
|
Update everything to the latest.
|
2019-12-13 09:39:43 +01:00 |
|
|
ab51e06585
|
Update HEADS, and fix errors.
|
2019-12-10 11:09:02 +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 |
|
|
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 |
|
|
5d01eddfee
|
Started work on a new class, the elementalist.
|
2019-12-05 01:00:45 +01:00 |
|
|
af1fd0bb12
|
Fix null reference exception.
|
2019-12-02 21:33:59 +01:00 |
|
|
a9177a92e0
|
Added the MIT license text to all files, I previously marked as MIT.
|
2019-12-01 23:21:48 +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 |
|
|
8fd696c71a
|
Update every module to the latest.
|
2019-11-27 11:22:04 +01:00 |
|
|
1715506d4a
|
The scripts folder.
|
2019-11-20 14:19:41 +01:00 |
|