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
@@ -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 ""