Dev Beta 1.3

* Ajout d'un déblocage des mutations, dans une scène 3D trouvable dans les runs, ainsi qu'un dialogue d'annonce de ces scènes
* Augmentation des charges par map à 10 et augmentation des objectifs de points de plantes en conséquence
* Modification du loot des graines : les plantes donnent désormais un nombre fixe de graine et les graines issues de veine de Talion n'obtiennent pas automatiquement de mutations
* Les portes ne seront désormais plus sur de la pierre
* Amélioration du tutoriel pour inclure une section d'explication des mutations
* Ajout du modificateur de région Magnétique qui divise l'objectif et les recharges par 2
*
This commit is contained in:
2026-05-09 16:40:22 +02:00
parent e2b07e2b6a
commit c8e0e9ecce
81 changed files with 2838 additions and 1139 deletions

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@@ -1,13 +1,12 @@
extends Resource
class_name ProgressionData
@export var planted_mutation_ids: Array[String] = []
@export var story_step_i := 0
@export var ship_tutorial_done = false
@export var mutations_unlocked = 5
var all_mutations: Array[PlantMutation] : get = get_all_mutations
var available_mutations: Array[PlantMutation] : get = get_all_mutations
var available_mutations: Array[PlantMutation] : get = get_available_mutations
var available_artefacts: Array[Artefact] : get = get_all_artifacts
var story_step : StoryStep : get = get_story_step
@@ -19,21 +18,24 @@ func next_story_step() -> void:
if story_step_i + 1 < len(get_all_story_steps()):
story_step_i += 1
func get_available_mutations() -> Array[PlantMutation]:
return get_all_mutations().slice(0, mutations_unlocked)
func get_all_mutations() -> Array[PlantMutation]:
return [
QualityMutation.new(),
AncientMutation.new(),
FertileMutation.new(),
GenerousMutation.new(),
HurriedMutation.new(),
PrecociousMutation.new(),
ProlificMutation.new(),
PrecociousMutation.new(),
PurificationMutation.new(),
SocialMutation.new(),
FertileMutation.new(),
QuickMutation.new(),
HurriedMutation.new(),
GenerousMutation.new(),
ProtectiveMutation.new(),
PureMutation.new(),
PurificationMutation.new(),
QualityMutation.new(),
QuickMutation.new(),
RobustMutation.new(),
SocialMutation.new(),
ToughMutation.new(),
VivaciousMutation.new(),
]

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@@ -47,8 +47,6 @@ func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
var next_level = level+1
var challenge_modifiers = generate_challenge_modifiers().filter(
func(m : RegionModifier): return not m.modifier_name in last_modifiers
)
@@ -74,16 +72,24 @@ func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
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 vending_occurence > 0 and level >= first_vending:
if (level - first_vending)%vending_occurence == 0:
region_parameter.modifiers.append(VendingMachineModifier.new())
var first_cave = story_step.get_first_cave_occurence(next_level)
var cave_occurence = story_step.get_cave_occurence(next_level)
if cave_occurence > 0 and level >= first_cave:
if (level - first_cave)%cave_occurence == 0:
region_parameter.modifiers.append(CaveModifier.new())
region_parameter.modifiers.append_array(
story_step.get_story_modifiers_for_region(next_level)
)
region_parameter.objective = story_step.get_objective_for_region(next_level)
region_parameter.charge = story_step.get_charge_number(next_level)
return RunPoint.new(
region_parameter
)
@@ -110,7 +116,7 @@ func generate_normal_modifiers() -> Array[RegionModifier]:
HarshModifier.new(),
ToxicModifier.new(),
SandyModifier.new(),
MagneticModifier.new(),
]
func generate_benefic_modifiers() -> Array[RegionModifier]:
@@ -118,6 +124,7 @@ func generate_benefic_modifiers() -> Array[RegionModifier]:
VendingMachineModifier.new(),
ResonnanceModifier.new(),
InstableModifier.new(),
CaveModifier.new(),
]

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@@ -2,6 +2,7 @@ extends StoryStep
class_name AstraStoryStep
const MERCURY_ARRIVAL_DIALOG_PATH="res://dialogs/timelines/astra/mercury_arrival.dtl"
const CAVE_DIALOG_PATH="res://dialogs/timelines/astra/cave.dtl"
func get_respawn_scene() -> Scene:
return AstraScene.new()
@@ -16,7 +17,7 @@ func get_destination_scene() -> Scene:
)
func get_region_sequence_length() -> int:
return 4
return 5
func get_first_vending_machine_occurence(_level : int) -> int:
return 0
@@ -28,6 +29,8 @@ func get_challenge_chance(_level : int) -> float:
return 0.
func get_ship_dialog_path(level : int, ship_in_space := true) -> String:
if ship_in_space and level == get_cave_occurence(level):
return CAVE_DIALOG_PATH
if ship_in_space and level == get_region_sequence_length() - 1:
return MERCURY_ARRIVAL_DIALOG_PATH
return ""

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@@ -30,6 +30,12 @@ func get_first_vending_machine_occurence(_level : int) -> int:
func get_vending_machine_occurence(_level : int) -> int:
return 4
func get_first_cave_occurence(level : int) -> int:
return get_cave_occurence(level)
func get_cave_occurence(_level : int) -> int:
return 3
func get_challenge_chance(_level : int) -> float:
return 0.3
@@ -38,13 +44,15 @@ func get_run_point_number(level : int) -> int:
return 1
return 2
func get_charge_number(_level : int) -> int:
return 10
func get_objective_for_region(level : int) -> int:
match level:
0: return 1
1: return 8
2: return 10
3: return 15
4: return 20
1: return 10
2: return 12
3: return 16
4: return 22
5: return 30
_: return get_objective_for_region(level-1) + (level-3) * 5