Dev 0.2.0

* Ajout de la déblocage des mutation du mode infini dans le mode histoire
* Ajout de plus de caverne
* Rework de l'emplacement des distributeurs/cavernes
* Rework de l'influence, plus de clarté sur les plantes influencées
* 4 d'inventaire dans le mode infini
* Fix du tuto de mouvement en 3D
* Déblocage de toutes le mutations à la fin du jeu
* Fix de bug de chargelent de scène multiple
This commit is contained in:
2026-07-26 14:23:20 +02:00
parent ffe6f50ba6
commit dcce13a9e6
28 changed files with 193 additions and 193 deletions
@@ -21,13 +21,13 @@ func get_player_max_energy(_difficulty_setting : int) -> int:
return 4
func get_player_max_inventory(_difficulty_setting : int) -> int:
return 3
return 4
func get_objective_for_region(level : int, _difficulty_setting : int) -> int:
return basic_objective_for_region(level)
func get_cave_occurence(_level : int, _difficulty_setting : int) -> int:
return 0
func has_cave_modifier(_level : int, _difficulty_setting : int) -> bool:
return false
func is_region_sequence_infinite() -> bool:
return true
@@ -36,7 +36,7 @@ func get_region_sequence_length(_difficulty_setting) -> int:
return 1000
func is_run_point_dangerous(level : int, _difficulty_setting : int) -> bool:
return level%6 == 0 and level != 0
return level%5 == 0 and level != 0
func get_destination_text() -> String:
return ""
+29 -21
View File
@@ -48,19 +48,33 @@ func get_region_sequence_length(difficulty_setting : int) -> int:
return 6
return 8
func get_first_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
return 2
func has_cave_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return false
2: return false
3: return true
4: return false
5: return true
6: return true
7: return false
8: return true
_: return level % 2 == 0
func get_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
return 3
func has_vending_machine_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return false
2: return true
3: return false
4: return true
5: return false
6: return false
7: return true
8: return false
_: return (level + 1) % 3 == 0
func get_first_cave_occurence(_level : int, _difficulty_setting : int) -> int:
return 1
func get_cave_occurence(_level : int, _difficulty_setting : int) -> int:
return 3
func get_challenge_chance(_level : int, _difficulty_setting : int) -> float:
func get_challenge_chance(level : int, difficulty_setting : int) -> float:
if is_run_point_dangerous(level, difficulty_setting):
return 0.
return 0.15
func get_run_point_number(level : int, difficulty_setting : int) -> int:
@@ -120,17 +134,11 @@ func get_gameplay_modifiers_for_region(level : int, difficulty_setting : int) ->
var modifiers : Array[RegionModifier] = []
if need_gameplay_modifier(level,difficulty_setting):
var first_vending = get_first_vending_machine_occurence(level, difficulty_setting)
var vending_occurence = get_vending_machine_occurence(level, difficulty_setting)
if vending_occurence > 0 and level >= first_vending:
if (level - first_vending)%vending_occurence == 0:
modifiers.append(VendingMachineModifier.new())
if has_vending_machine_modifier(level, difficulty_setting):
modifiers.append(VendingMachineModifier.new())
var first_cave = get_first_cave_occurence(level, difficulty_setting)
var cave_occurence = get_cave_occurence(level, difficulty_setting)
if cave_occurence > 0 and level >= first_cave:
if (level - first_cave)%cave_occurence == 0:
modifiers.append(CaveModifier.new())
if has_cave_modifier(level, difficulty_setting):
modifiers.append(CaveModifier.new())
return modifiers
@@ -25,9 +25,6 @@ func get_logs() -> Array[Log]:
)
]
func get_cave_occurence(_level : int, _difficulty_setting : int) -> int:
return 2
func get_region_sequence_length(_difficulty_setting : int) -> int:
return 5
@@ -37,18 +34,23 @@ func get_objective_multiplier() -> float:
func is_run_point_dangerous(_level : int, _difficulty_setting : int) -> bool:
return false
func get_first_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
return 0
func has_cave_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return false
2: return true
3: return false
4: return false
_: return false
func get_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
return 0
func has_vending_machine_modifier(_level : int, _difficulty_setting : int) -> bool:
return false
func get_challenge_chance(_level : int, _difficulty_setting : int) -> float:
return 0.
func get_ship_dialog_path(level : int, difficulty_setting : int ,ship_in_space := true) -> String:
if ship_in_space and level + 1 == get_cave_occurence(level, difficulty_setting):
if ship_in_space and has_cave_modifier(level + 1, difficulty_setting):
return CAVE_DIALOG_PATH
if ship_in_space and is_run_finished(level + 1, difficulty_setting):
return MERCURY_ARRIVAL_DIALOG_PATH
return ""
return ""
@@ -36,6 +36,26 @@ func get_player_max_inventory(_difficulty_setting) -> int:
func get_objective_multiplier() -> float:
return 1.2
func has_cave_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return false
2: return true
3: return false
4: return true
5: return false
6: return true
_: return level % 2 == 0
func has_vending_machine_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return true
2: return false
3: return false
4: return false
5: return true
6: return false
_: return (level + 1) % 3 == 0
func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
if level == 5:
return AQUA_TRAVEL_PHONE_CALL_DIALOG_PATH
@@ -37,6 +37,26 @@ func get_player_max_inventory(_difficulty_setting : int) -> int:
func get_objective_multiplier() -> float:
return 1.4
func has_cave_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return false
2: return true
3: return true
4: return false
5: return false
6: return true
_: return level % 2 == 0
func has_vending_machine_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return false
2: return false
3: return false
4: return true
5: return true
6: return false
_: return (level + 1) % 3 == 0
func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
if level == 5:
return TRAVEL_PHONE_CALL_DIALOG_PATH
@@ -37,7 +37,10 @@ func get_player_max_inventory(_difficulty_setting : int) -> int:
func get_objective_multiplier() -> float:
return 1.6
func get_region_sequence_length(_difficulty_setting : int) -> int:
return 9
func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
if level == 5:
if level == 6:
return TRAVEL_PHONE_CALL_DIALOG_PATH
return ""