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:
33
common/game_data/scripts/story/astra_story_step.gd
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33
common/game_data/scripts/story/astra_story_step.gd
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extends StoryStep
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class_name AstraStoryStep
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const MERCURY_ARRIVAL_DIALOG_PATH="res://dialogs/timelines/astra/mercury_arrival.dtl"
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func get_respawn_scene() -> Scene:
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return AstraScene.new()
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func get_destination_text() -> String:
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return tr("RELAY_BASE_X") % tr("MERCURY")
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func get_destination_scene() -> Scene:
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return RelayBaseScene.new(
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"MERCURY",
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"001"
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)
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func get_region_sequence_length() -> int:
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return 4
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func get_first_vending_machine_occurence(_level : int) -> int:
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return 0
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func get_vending_machine_occurence(_level : int) -> int:
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return 0
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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_region_sequence_length() - 1:
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return MERCURY_ARRIVAL_DIALOG_PATH
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return ""
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1
common/game_data/scripts/story/astra_story_step.gd.uid
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1
common/game_data/scripts/story/astra_story_step.gd.uid
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@@ -0,0 +1 @@
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uid://dolti22admdm8
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31
common/game_data/scripts/story/beta_story_step.gd
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31
common/game_data/scripts/story/beta_story_step.gd
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extends StoryStep
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class_name BetaStoryStep
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const VENUS_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/beta/venus_departure.dtl"
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func get_respawn_scene() -> Scene:
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return RelayBaseScene.new(
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"VENUS",
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"002",
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true
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)
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func get_objective_for_region(l : int) -> int:
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match l:
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0: return 8
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1: return 15
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_: return get_objective_for_region(l-1) + l * 5
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func get_region_sequence_length() -> int:
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return 10
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func get_destination_text() -> String:
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return tr("SECRET_SCENE")
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func get_destination_scene() -> Scene:
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return BoreaScene.new()
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func get_ship_dialog_path(_level : int, _ship_in_space := true) -> String:
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return VENUS_DEPARTURE_DIALOG_PATH
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1
common/game_data/scripts/story/beta_story_step.gd.uid
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1
common/game_data/scripts/story/beta_story_step.gd.uid
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@@ -0,0 +1 @@
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uid://da8kqgl0xnkpi
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35
common/game_data/scripts/story/mercury_story_step.gd
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35
common/game_data/scripts/story/mercury_story_step.gd
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extends StoryStep
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class_name MercuryStoryStep
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const MERCURY_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/mercury/mercury_departure.dtl"
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const VENUS_ARRIVAL_DIALOG_PATH = "res://dialogs/timelines/mercury/venus_arrival.dtl"
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func get_respawn_scene() -> Scene:
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return RelayBaseScene.new(
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"MERCURY",
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"001",
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true
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)
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func get_destination_text() -> String:
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return tr("RELAY_BASE_X") % tr("VENUS")
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func get_destination_scene() -> Scene:
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return RelayBaseScene.new(
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"VENUS",
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"002"
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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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func get_vending_machine_occurence(_level : int) -> int:
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return 2
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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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return VENUS_ARRIVAL_DIALOG_PATH
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return ""
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1
common/game_data/scripts/story/mercury_story_step.gd.uid
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1
common/game_data/scripts/story/mercury_story_step.gd.uid
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uid://cni314l8gb0qx
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67
common/game_data/scripts/story/story_step.gd
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67
common/game_data/scripts/story/story_step.gd
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@abstract
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extends Resource
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class_name StoryStep
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#region ------------------ Story ------------------
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@abstract func get_respawn_scene() -> Scene
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@abstract func get_destination_text() -> String
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func get_destination_scene() -> Scene:
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return BoreaScene.new()
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func get_run_progress(level : int) -> int:
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return get_region_sequence_length() - level
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func get_ship_dialog_path(_level : int, _ship_in_space := true) -> String:
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return ""
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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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func get_region_sequence_length() -> int:
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return 6
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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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func get_challenge_chance(_level : int) -> float:
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return 0.3
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func get_run_point_number(level : int) -> int:
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if is_run_finished(level):
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return 1
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return 2
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func get_objective_for_region(level : int) -> int:
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match level:
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0: return 1
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1: return 8
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2: return 10
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3: return 15
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4: return 20
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5: return 30
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_: return get_objective_for_region(level-1) + (level-3) * 5
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func get_story_modifiers_for_region(level : int) -> Array[RegionModifier]:
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var modifiers : Array[RegionModifier] = []
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if is_run_finished(level):
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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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return modifiers
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func need_gameplay_modifier(level : int):
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if is_run_finished(level):
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return false
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return true
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func _on_finish():
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GameInfo.game_data.incubator_used = []
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GameInfo.game_data.dead_orchid_position = Vector3.ZERO
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GameInfo.game_data.dead_orchid_rotation = Vector3.ZERO
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1
common/game_data/scripts/story/story_step.gd.uid
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1
common/game_data/scripts/story/story_step.gd.uid
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@@ -0,0 +1 @@
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uid://djyuru5v3rgbb
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24
common/game_data/scripts/story/tutorial_story_step.gd
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24
common/game_data/scripts/story/tutorial_story_step.gd
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@@ -0,0 +1,24 @@
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extends StoryStep
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class_name TutorialStoryStep
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const INTRO_DIALOG = "res://dialogs/timelines/tutorial/demeter_intro.dtl"
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func get_respawn_scene() -> Scene:
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return AstraScene.new()
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func get_destination_text() -> String:
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return ""
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func get_region_sequence_length() -> int:
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return 1
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func get_destination_scene() -> Scene: return null
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func get_story_modifiers_for_region(_n : int) -> Array[RegionModifier]:
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return [
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TutorialModifier.new()
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]
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func _on_finish():
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pass
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@@ -0,0 +1 @@
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uid://c5xggvi0aifed
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