Et toujours du dev pour la béta

* Evolution de l'histoire avec de nouveaux dialogues, une plus grande durée de vie du jeu, des nouvelles zones d'histoire...
* Suppression du mode infini
* Ajout d'un écran des mutations découvertes
* Ajout d'un nouveau mécanisme de respawn situé dans le vaissau
* Ajout de 2 nouveaux modificateurs de région
* Quatre nouveaux artefacts
* Visuel de la décontamination de la planète 3D en cours de la partie
* Ajout d'une annonce visuelle des scène du jeu
* Fix sur la mutation Généreux pour être en accord avec sa description
* Amélioration de l'effet de la mutation Purification
* Fix de la mutation sociale aux niveau supérieurs
* Ajout d'un effet visuel de réacteur sur le joueur 3D
* Fix sur l'annonce de nouveaux objets qui se déclenchaient à une nouvelle run
* Amélioration des animation et des informations données dans le vaisseau
* Correction mineure des traductions
This commit is contained in:
2026-04-28 23:41:36 +02:00
parent 7ae362a3a5
commit 91e266ec85
269 changed files with 4393 additions and 1699 deletions

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@@ -1,103 +1,85 @@
extends Resource
class_name RunData
enum State {STARTED, IN_PROGRESS, FINISHED}
const RUN_POINTS_NEXT_NUMBER : int = 2
const RUN_POINT_MAX_LEVEL = 5 # TODO
const VENDING_MACHINE_OCCURENCE = 3
const CHALLENGE_CHANCE = 0.25
signal current_run_point_changed(rp : RunPoint)
signal artefacts_changed(artefact : Array[Artefact])
var run_seed = randi()
@export var next_run_points : Array[RunPoint] = generate_next_run_points()
@export var level = 0
@export var story_step : StoryStep
@export var next_run_points : Array[RunPoint]
@export var current_run_point : RunPoint = null :
set(v):
current_run_point = v
current_run_point_changed.emit(v)
@export var visited_run_points : Array[RunPoint] = []
@export var last_used_modifier_name = ""
@export var artefacts : Array[Artefact] = []
var plant_info = RunDataPlantInfo.new(self)
func get_state() -> State:
if not current_run_point:
return State.STARTED
elif current_run_point.level == RUN_POINT_MAX_LEVEL:
return State.FINISHED
else :
return State.IN_PROGRESS
func is_finished() -> bool:
return story_step.is_run_finished(level)
func get_progress() -> int:
return story_step.get_run_progress(level)
#region ------------------ Run Points ------------------
func generate_next_run_points(level = 0) -> Array[RunPoint]:
func generate_next_run_points() -> Array[RunPoint]:
next_run_points = []
if level == RUN_POINT_MAX_LEVEL and GameInfo.game_data.game_mode == GameData.GameMode.STORY:
return [
generate_borea_base_run_point()
]
for i in range(RUN_POINTS_NEXT_NUMBER):
for i in range(story_step.get_run_point_number(level+1)):
next_run_points.append(
generate_next_run_point(level)
generate_next_run_point()
)
return next_run_points
func generate_next_run_point(level = 0) -> RunPoint:
func generate_next_run_point() -> RunPoint:
var region_parameter = RegionParameter.new()
var is_challenge = randf() < CHALLENGE_CHANCE
if is_challenge:
region_parameter.modifiers = [
generate_challenge_modifiers().pick_random(),
generate_benefic_modifiers().pick_random()
] as Array[RegionModifier]
else:
region_parameter.modifiers = [
generate_normal_modifiers().pick_random()
] as Array[RegionModifier]
var next_level = level+1
if story_step.need_gameplay_modifier(next_level):
var is_challenge = randf() < story_step.get_challenge_chance(next_level)
if is_challenge:
region_parameter.modifiers = [
generate_challenge_modifiers().pick_random(),
generate_benefic_modifiers().pick_random()
] as Array[RegionModifier]
else:
region_parameter.modifiers = [
generate_normal_modifiers().pick_random()
] as Array[RegionModifier]
var first_vending = story_step.get_first_vending_machine_occurence(next_level)
var vending_occurence = story_step.get_vending_machine_occurence(next_level)
if vending_occurence > 0:
if (level - first_vending)%vending_occurence == 0:
region_parameter.modifiers.append(VendingMachineModifier.new())
if level%VENDING_MACHINE_OCCURENCE == 0:
region_parameter.modifiers.append(VendingMachineModifier.new())
region_parameter.modifiers.append_array(
story_step.get_story_modifiers_for_region(next_level)
)
region_parameter.level = level
region_parameter.objective = story_step.get_objective_for_region(next_level)
return RunPoint.new(
level,
region_parameter
)
func generate_borea_base_run_point() -> RunPoint:
var region_parameter = RegionParameter.new()
region_parameter.level = RUN_POINT_MAX_LEVEL
region_parameter.region_name = tr("BOREA_BASE")
return RunPoint.new(
RUN_POINT_MAX_LEVEL,
region_parameter
)
func get_next_run_points() -> Array[RunPoint]:
if current_run_point and current_run_point.level == RUN_POINT_MAX_LEVEL:
return []
return next_run_points
func choose_next_run_point(run_point : RunPoint) -> RunPoint:
if current_run_point:
visited_run_points.append(current_run_point)
func choose_next_run_point(run_point : RunPoint = null) -> RunPoint:
if run_point == null:
run_point = generate_next_run_point()
level += 1
current_run_point = run_point
GameInfo.game_data.start_region(run_point.region_parameter)
next_run_points = generate_next_run_points(current_run_point.level + 1)
if len(current_run_point.region_parameter.modifiers):
last_used_modifier_name = current_run_point.region_parameter.modifiers[0].get_modifier_name()
next_run_points = generate_next_run_points()
return current_run_point
#endregion
@@ -118,7 +100,8 @@ func generate_normal_modifiers() -> Array[RegionModifier]:
func generate_benefic_modifiers() -> Array[RegionModifier]:
return [
VendingMachineModifier.new(),
ResonnanceModifier.new()
ResonnanceModifier.new(),
InstableModifier.new(),
]
@@ -127,6 +110,7 @@ func generate_challenge_modifiers() -> Array[RegionModifier]:
RockyModifier.new(),
RadioactiveModifier.new(),
ContaminatedModifier.new(),
StormModifier.new(),
]
#endregion

View File

@@ -1,14 +1,14 @@
extends Node
class_name RunDataPlantInfo
signal updated
const DEFAULT_GROWING_TIME = 2
const DEFAULT_LIFETIME = 6
const DEFAULT_BASE_SCORE = 1
const DEFAULT_SEED_NUMBER = 2
const DEFAULT_SEED_RANDOM_LOOSE = 1
const DEFAULT_PLANT_INFLUENCE_RADIUS = 100
const DEFAULT_MUTATION_PROBABILITY = 0.3
const DEFAULT_MUTATION_MAX_NUMBER = 2
var run_data : RunData
@@ -24,6 +24,9 @@ func get_growing_time() -> int:
for rm in get_region_modifiers():
growing_time = rm.modify_plant_growing_time(growing_time)
for a in run_data.artefacts:
growing_time = a.modify_plant_growing_time(growing_time)
return max(0, growing_time)
@@ -32,6 +35,9 @@ func get_lifetime() -> int:
for rm in get_region_modifiers():
lifetime = rm.modify_plant_lifetime(lifetime)
for a in run_data.artefacts:
lifetime = a.modify_plant_lifetime(lifetime)
return max(0, lifetime)
@@ -40,6 +46,9 @@ func get_base_score() -> int:
for rm in get_region_modifiers():
base_score = rm.modify_plant_base_score(base_score)
for a in run_data.artefacts:
base_score = a.modify_plant_base_score(base_score)
return max(0, base_score)
@@ -48,6 +57,9 @@ func get_seed_number() -> int:
for rm in get_region_modifiers():
seed_number = rm.modify_plant_seed_number(seed_number)
for a in run_data.artefacts:
seed_number = a.modify_plant_seed_number(seed_number)
return max(0, seed_number)
@@ -56,6 +68,9 @@ func get_seed_random_loose() -> int:
for rm in get_region_modifiers():
seed_random_loose = rm.modify_plant_seed_random_loose(seed_random_loose)
for a in run_data.artefacts:
seed_random_loose = a.modify_plant_seed_random_loose(seed_random_loose)
return min(max(0, seed_random_loose),get_seed_number())
@@ -64,9 +79,33 @@ func get_influence_radius() -> int:
for rm in get_region_modifiers():
influence_radius = rm.modify_plant_influence_radius(influence_radius)
for a in run_data.artefacts:
influence_radius = a.modify_plant_influence_radius(influence_radius)
return max(0, influence_radius)
func get_mutation_probability() -> float:
var mutation_probability = DEFAULT_MUTATION_PROBABILITY
for rm in get_region_modifiers():
mutation_probability = rm.modify_mutation_probability(mutation_probability)
for a in run_data.artefacts:
mutation_probability = a.modify_mutation_probability(mutation_probability)
return max(0., mutation_probability)
func get_mutation_max_number() -> int:
var mutation_max_number = DEFAULT_MUTATION_MAX_NUMBER
for rm in get_region_modifiers():
mutation_max_number = rm.modify_mutation_max_number(mutation_max_number)
for a in run_data.artefacts:
mutation_max_number = a.modify_mutation_max_number(mutation_max_number)
return max(0., mutation_max_number)
func get_region_modifiers() -> Array[RegionModifier]:
if run_data.current_run_point and run_data.current_run_point.region_parameter:

View File

@@ -7,25 +7,21 @@ const TYPE_ICON = preload("res://common/icons/map-pin.svg")
const OBJECTIVE_ICON = preload("res://common/icons/growth.svg")
const CHARGE_ICON = preload("res://common/icons/bolt.svg")
@export var level : int = 0 # X pos along the planet, and difficulty
@export var region_parameter : RegionParameter = RegionParameter.new() :
set(v):
region_parameter = v
@export var position : float = 0
func _init(
_level : int = 0,
_region_parameter : RegionParameter = RegionParameter.new(),
_position : float = randf_range(0.,1.),
):
level = _level
region_parameter = _region_parameter
region_parameter.level = level
position = _position
func card_info() -> CardInfo:
var info = CardInfo.new(
region_parameter.region_name,
region_parameter.get_region_name(),
tr("REGION_TO_VISIT")
)