- Jan 03, 2019
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Nathan Lovato authored
Gilles explained the UndoRedo object is shared by the entire editor, so another plugin or function could write to the object in between our do/undo actions, causing bugs or crashes.
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Nathan Lovato authored
Quest rewards added
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- Jan 02, 2019
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- Jan 01, 2019
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Nathan Lovato authored
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- Dec 31, 2018
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Nathan Lovato authored
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Nathan Lovato authored
I've really got to take some rest
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
fix wrong node path in DebugInterface
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Nathan Lovato authored
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Nathan Lovato authored
Trying to use Resource to gather all the save data and let Godot store it on the disk for us This makes it possible to edit savegames from the inspector Added a DebugInterface to save and load data, for testing purpose
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Nathan Lovato authored
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- Dec 28, 2018
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
Basic quest system added
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Nathan Lovato authored
Refactor GrowthStats out of CharacterStats
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Nicholas Hydock authored
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Nathan Lovato authored
set initial animation for PawnAnim
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Eric Buchmann authored
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Nathan Lovato authored
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Nathan Lovato authored
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- Dec 27, 2018
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
Just like BattlerAnim before it, we have pawns that are reusable character controllers, that apply to NPCs and to the playable character. And these pawns could be any character in the game, so we need to be able to change the skin on them. Having separate scenes for animation is also essential for animators to be able to do their job properly, while the devs can keep working on the Pawn scenes
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Nathan Lovato authored
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Nathan Lovato authored
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Nathan Lovato authored
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- Dec 23, 2018
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Nathan Lovato authored
Also added variables to store references to nodes like AnimationPlayer, Added Robi sprite, #93
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Nathan Lovato authored
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Nathan Lovato authored
Add physics layers, remove boolean variable to check if the character is interacting, now the game pauses during interactions Now using physics layers and masks as well to only interact with the player's pawn.
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Nathan Lovato authored
This relies on pausing the game: The NPCs still process during pause, as e.g. if they were walking around you may not want to freeze the entire game. The PawnLeader stops as it inherits its pause mode from LocalMap and GameBoard. The StartCombatAction unpauses the game to play combat. I've changed the interaction with map actions so they use the "finished" signal instead of InteractivePawn waiting for the method to return.
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