Add the missing section headers to the readme. I'll finish them in the next few days. Also link the roguelike project.

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Relintai 2020-08-01 10:53:35 +02:00
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@ -46,6 +46,18 @@ develop games that can also run locally, with less overhead and simpler logic.
E.g. this makes it easy to use the visibility system even when you play locally on the server, because you just use the clientside variables,
and your logic will work the same way.
## Settings
## Singletons
## Enums
### Customizable enums
## ResourceDB
### ResourceDB Classes
## Entity
This is the main class that can be used for players/mobs/npcs and also other things like chests.
@ -54,6 +66,12 @@ I ended up merging subclass functionality into it, because
that way it gains a lot more utility, by sacrificing only a small amount of memory.
For example this way it is easy to make chests attack the player, or make spell that animate objects.
## Entity Body
model index
### EntitySkeleton
### Spawning
Since spawning (= creating) entities is entirely dependant on the type of game you are making, ESS cannot do
@ -80,12 +98,18 @@ It stores everything an entity needs.
In order to spawn an entity you need it.
### Vendors
#### Limited vendor inventory items
### AI
You can implement ai by extending `EntityAI`, and then assigning it to an EntityData.
When an `Entity` gets spawned it will create a copy for itself, so you can safely use class variables.
### Pets
### Bags
Stores item. See `Bag`. It has aquite a few virtual methods, you should be able to implement most inventory types
@ -95,6 +119,16 @@ Entity will send these over the network.
Also Entities have a target bag property. For example this makes vendors easily implementable.
### SpeciesInstance
### CharacterSkeletons
#### Visuals
#### Attachments
#### ItemVisuals
### VRPCs
Entities has a networked visibility system. The method itself is called `vrpc`, it works the same way as normal rpcs.
@ -106,6 +140,8 @@ Spell is the class you need to create spells, it stores the data, and also it ha
Aura is also built the same way as spells.
### Talents
### Infos / Pipelines
SpellCastInfo
@ -121,15 +157,30 @@ SpellDamageInfo, SpellHealInfo
These are used in the damage and heal calculation. For example these can be used to implement immunities, or absorb effects
by modifying their damage values in aura callbacks.
### Projectiles
## Items
### Loot
## XP
After you set
## Profiles
## Examples
Eventually I'll create a separate repository with a few examples/demos, but for now you can check the game
I've been working on for examples.
For 3d:
3d:
https://github.com/Relintai/broken_seals.git
For 2d:
2d turn based:
https://github.com/Relintai/broken_seals_roguelike
2d:
https://github.com/Relintai/broken_seals_2d.git
## Compiling
@ -164,12 +215,3 @@ If you want Godot 4.0:
For example:
```scons p=x11 t=release_debug tools=yes```
## TODO
Add to readme:
Loot, Species, cds, categ cds, items (crafting etc), Xp,
levelling, Stats, drag and drop, talents, vendors, Skills,
Profiles, Projectiles, Singletons, Skeleton,
Global enums
resourcedb