Dev pour la beta 1.4
* Changements de la texture des cristaux de Talion dans tous les assets 3D pour correspondre aux assets 2D * Ajout d'un évenement en fin de région, une résurgence de Talion qui décontamine et fait looter les plantes mature aux alentours * Ajout d'un path finding sur le mouvement du robot * Modification du flow des actions à la souris : ajout d'un nouveau son, d'un icône à l'emplacement de l'action * Modification du nombre et de l'ordre de mutation débloquées * Augmentation de la valeur maximale de zoom * Modification des scores à atteindre dans les premières régions * Modification de l'interface du vaisseau, laissant apparaitre une roadmap plus claire, et laissant inspecter l'inventaire actuel * Modification de l'icône d'action dans les scènes 3D * Augmentation de la zone d'écart entre les plantes, et augmentation du taux de zone fertile en conséquence * La station de recharge devient inutilisable après la fin de la région * Ajout d'une transparence lors de la sélection d'objets derrières d'autres objets * Les plantes juvéniles donneront toujours une graine si coupées * Ajout d'un bouclage sur les couleurs des mutations * Fix des hitbox des plantes pour l'inspection à la souris * Fix de plusieurs bugs sur la manipulation de l'inventaire * Ajout de nombreux screenshots d'utilisation des outils lors du tutoriel * Amélioration mineure de la traduction/wording
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@@ -39,6 +39,11 @@ materials/extract_format=0
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materials/extract_path=""
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_subresources={
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"materials": {
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"Cristal": {
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"use_external/enabled": true,
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"use_external/fallback_path": "res://common/assets/materials/cristal.tres",
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"use_external/path": "uid://di0m3uqgi3l08"
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},
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"Material": {
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"use_external/enabled": true,
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"use_external/fallback_path": "res://common/assets/materials/default_3d.tres",
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@@ -39,6 +39,11 @@ materials/extract_format=0
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materials/extract_path=""
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_subresources={
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"materials": {
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"Cristal": {
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"use_external/enabled": true,
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"use_external/fallback_path": "res://common/assets/materials/cristal.tres",
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"use_external/path": "uid://di0m3uqgi3l08"
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},
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"Material": {
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"use_external/enabled": true,
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"use_external/fallback_path": "res://common/assets/materials/default_3d.tres",
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@@ -3,7 +3,7 @@ class_name ProgressionData
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@export var planted_mutation_ids: Array[String] = []
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@export var story_step_i := 0
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@export var mutations_unlocked = 5
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@export var mutations_unlocked = 8
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var all_mutations: Array[PlantMutation] : get = get_all_mutations
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var available_mutations: Array[PlantMutation] : get = get_available_mutations
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@@ -28,16 +28,16 @@ func get_all_mutations() -> Array[PlantMutation]:
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ProlificMutation.new(),
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PrecociousMutation.new(),
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PurificationMutation.new(),
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VivaciousMutation.new(),
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QuickMutation.new(),
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RobustMutation.new(),
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SocialMutation.new(),
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FertileMutation.new(),
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QuickMutation.new(),
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HurriedMutation.new(),
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GenerousMutation.new(),
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ProtectiveMutation.new(),
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PureMutation.new(),
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RobustMutation.new(),
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ToughMutation.new(),
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VivaciousMutation.new(),
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]
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func get_all_artifacts() -> Array[Artefact]:
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@@ -70,17 +70,9 @@ func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
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] as Array[RegionModifier]
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var first_vending = story_step.get_first_vending_machine_occurence(next_level)
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var vending_occurence = story_step.get_vending_machine_occurence(next_level)
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if vending_occurence > 0 and level >= first_vending:
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if (level - first_vending)%vending_occurence == 0:
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region_parameter.modifiers.append(VendingMachineModifier.new())
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var first_cave = story_step.get_first_cave_occurence(next_level)
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var cave_occurence = story_step.get_cave_occurence(next_level)
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if cave_occurence > 0 and level >= first_cave:
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if (level - first_cave)%cave_occurence == 0:
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region_parameter.modifiers.append(CaveModifier.new())
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region_parameter.modifiers.append_array(
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story_step.get_gameplay_modifiers_for_region(next_level)
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)
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region_parameter.modifiers.append_array(
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story_step.get_story_modifiers_for_region(next_level)
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@@ -57,8 +57,8 @@ const AVAILABLE_LANGUAGES_LABEL = [
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#region ------------------ Game ------------------
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const MAX_ZOOM = 1.8
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const MIN_ZOOM = 0.8
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const MAX_ZOOM = 2.
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const MIN_ZOOM = 0.5
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# Not in settings pannel
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@export var zoom : float = 1. :
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@@ -16,8 +16,20 @@ func get_destination_scene() -> Scene:
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"001"
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)
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func get_cave_occurence(_level : int) -> int:
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return 2
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func get_region_sequence_length() -> int:
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return 5
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return 4
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func get_objective_for_region(level : int) -> int:
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match level:
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1: return 6
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2: return 10
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3: return 16
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4: return 24
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5: return 34
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_: return get_objective_for_region(level-1) + (level-2) * 5
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func get_first_vending_machine_occurence(_level : int) -> int:
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return 0
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@@ -29,8 +41,8 @@ func get_challenge_chance(_level : int) -> float:
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return 0.
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func get_ship_dialog_path(level : int, ship_in_space := true) -> String:
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if ship_in_space and level == get_cave_occurence(level):
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if ship_in_space and level == get_cave_occurence(level) - 1:
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return CAVE_DIALOG_PATH
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if ship_in_space and level == get_region_sequence_length() - 1:
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if ship_in_space and is_run_finished(level + 1):
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return MERCURY_ARRIVAL_DIALOG_PATH
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return ""
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@@ -22,11 +22,11 @@ func get_destination_scene() -> Scene:
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)
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func get_first_vending_machine_occurence(_level : int) -> int:
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return 0
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return 1
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func get_ship_dialog_path(level : int, ship_in_space := true) -> String:
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if level == 0:
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return MERCURY_DEPARTURE_DIALOG_PATH
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if ship_in_space and level == get_region_sequence_length() - 1:
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if ship_in_space and is_run_finished(level + 1):
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return VENUS_ARRIVAL_DIALOG_PATH
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return ""
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@@ -19,7 +19,7 @@ func get_ship_dialog_path(_level : int, _ship_in_space := true) -> String:
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#region ------------------ Run ------------------
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func is_run_finished(level : int) -> bool:
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return level == get_region_sequence_length()
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return level == get_region_sequence_length() - 1
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func get_region_sequence_length() -> int:
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return 6
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@@ -28,7 +28,7 @@ func get_first_vending_machine_occurence(_level : int) -> int:
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return 2
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func get_vending_machine_occurence(_level : int) -> int:
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return 4
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return 3
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func get_first_cave_occurence(level : int) -> int:
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return get_cave_occurence(level)
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@@ -62,6 +62,25 @@ func get_story_modifiers_for_region(level : int) -> Array[RegionModifier]:
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var dest_mod = DestinationModifier.new()
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dest_mod.destination_scene = get_destination_scene()
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modifiers.append(dest_mod)
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var first_cave = get_first_cave_occurence(level)
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var cave_occurence = get_cave_occurence(level)
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if cave_occurence > 0 and level >= first_cave:
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if (level - first_cave)%cave_occurence == 0:
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modifiers.append(CaveModifier.new())
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return modifiers
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func get_gameplay_modifiers_for_region(level : int) -> Array[RegionModifier]:
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var modifiers : Array[RegionModifier] = []
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if need_gameplay_modifier(level):
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var first_vending = get_first_vending_machine_occurence(level)
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var vending_occurence = get_vending_machine_occurence(level)
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if vending_occurence > 0 and level >= first_vending:
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if (level - first_vending)%vending_occurence == 0:
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modifiers.append(VendingMachineModifier.new())
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return modifiers
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func need_gameplay_modifier(level : int):
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