31 Commits

Author SHA1 Message Date
a7dcd6d725 Correction de bug de Dialogic et réparation de la décontamination de la planète de l'écran titre 2026-06-22 20:44:06 +02:00
caace67d12 Revert des changements spécial démo 2026-06-22 20:43:25 +02:00
b137360fa4 Correction des fichiers d'import des plantes (changements auto faits par Godot) 2026-06-22 20:39:30 +02:00
89c04f5d0c Merge branch 'demo' 2026-06-22 20:19:48 +02:00
5bdf8db609 Ajout d'un effet visuel sur les nouvelles graines, et dev en cours de l'imprimante 3D 2026-06-22 20:16:27 +02:00
af91337017 Dev démo 1.3
* Ajout d'un paramètre pour la taille de l'UI
* Changement de la traduction anglaise de la fourche en "pitchfork" et correction de
* Réparation de bug suite à la montée de version de Godot en 4.7
2026-06-19 10:42:34 +02:00
69dc4444e3 Correction des fichiers d'import des plantes (changements auto faits par Godot) 2026-06-19 10:10:27 +02:00
18ecd5b820 Réparation du bug de cellule hors région 2026-06-14 18:04:14 +02:00
84ea00aae3 Correction du son des cristaux, ajout d'un fade out à tous les dialogues et correction de traduction 2026-06-14 17:27:06 +02:00
f7f1d2be2c remix de subterra, refonte des sfx de fin de map 2026-06-14 16:55:02 +02:00
ee16f14176 suppression des sfx de déblocage et ajout du morceau de Subterra 2026-06-14 16:55:01 +02:00
17f63729e7 refonte des sfx de la cave (mutation, cristal) 2026-06-14 16:52:21 +02:00
c9f6bf0162 Suppression des animation bounce in dans les dialogues et ajout d'un rayon de visibilité pour la grille 2026-06-14 16:48:03 +02:00
33a8f022e5 Réparation de bug, paufinnage du rayon tracteur et insert de l'outil dans l'histoire 2026-06-14 16:19:36 +02:00
7c66d8b9de Les backrooms pour le fun =) 2026-06-14 16:18:24 +02:00
Altaezio
c0d15dc817 No more feuilles de base si mutation avec feuilles 2026-06-14 16:17:17 +02:00
Altaezio
91855b5b43 Tractor beam 2026-06-14 12:21:31 +02:00
940b3c1553 Dev Démo 1.2
* les plantes se placent désormais sur une grille
* ajouts de curseurs relatifs à l'item
* ajout de settings sur la sensibilité à la souris
* ajout d'un défi en fin de run
2026-06-12 16:42:00 +02:00
5aff9eadaa Dev demo 1.2
* Ajout d'un paramètre de FOV
* Ajout d'un paramètre d'auto pickup des graines
2026-06-08 18:37:55 +02:00
Altaezio
1e2563e328 drag & drop with inventory slots 2026-06-08 12:17:37 +02:00
Altaezio
52ebf0e7d5 hover fix 2026-06-05 14:47:37 +02:00
Altaezio
1b56a648c3 Amélioration du survol des objets 2026-06-04 12:52:19 +02:00
749238b85b Demo 1.1
- Changement du logo pour la démo
- Suppression du flou pour le menu pause (pour cause de performance)
2026-05-31 21:48:48 +02:00
79357982d0 Dev Demo
* pleins de choses et j'ai pas le temps
* mais en gros
* le détecteur détecte les cellules
* ajout du sprite de Demeter
* ajout d'une limite dans la map
* la recharge ne peut plus de nouveau être utilisée après la fin de la région
2026-05-29 16:35:42 +02:00
Altaezio
8b794ee967 vibrating lift bug fix 2026-05-28 17:45:35 +02:00
1d6ff78535 Dev Demo 2
* Ajout des achievement Steam
* Ajout d'une annonce à la récupération d'un artefact et ajout de textes axplicatifs sur les annonces d'artefacts et de mutation
* Fix du léger glitch des tooltips
* Ajout de clarté sur la machine de respawn dans le vaisseau
2026-05-28 15:40:09 +02:00
7b09f2ba7c Dev de la démo
* Modification de l'apparence de l'UI des dialogues
* Changement de l'ordre de déblocage des mutations
* Ajout d'une confirmation pour l'abandon
* Ajout de la scène de fin avec la base Boréa, en tant que fin de démo
* Modification des icône de durée de vie, temps de pousse, et de mort
* Ajout d'un icône au dessus du joueur quand il n'a plus d'énergie
* Amélioration des dialogues du jeu
* Changement du modèle du téléphone
* Ajout de cellule d'énergie et de cellule de talion trouvable sur la carte
* Il est à nouveau possible de se recharger après la fin d'une région
* Buff des mutations ancien sociale et solide
* Modification de la mutation fertile (ne donne de gain de graine qu'à la maturation)
* Ajout d'une récupération automatique des graines
* Ajout de deux cartons de tutoriel ainsi qu'une option pour les revoir dans l'aide de jeu
* Amélioration générale du tutoriel
* Ajout d'un écran titre digne de ce nom
* Lors de l'arrivée à destination, ne téléporte plus le joueur sur une map vide, mais directement dans les lieux de cinématique
* Ajout graphique de plus de pattern de mousse et de roche
* Le talion apparait maintenant sur toute la carte
* La roche peut désormais apparaitre sur la zone de départ
* Ajout dud modificateur de région Canyon
* Equilibrage général
* Fix de bugs en tout genre
2026-05-28 10:18:36 +02:00
7764943714 Fix divers beta 1.4
* Changement du son de récupération d'objet
* Ajout d'une couleur de rareté et suppression de la boucle sur la couleur de rareté
* Changement de la mutation Prolifique : n'ajoute des graines que si mature
* Changement de la mutation Rapide : réduction du debuff de temps de vie par 2
* Modification de la mutation Vivace : Augmentation des points ajoutés
* Les graines données sur des plantes non mature ne mutent plus
* Fix sur la plantation, on ne peut plus planter là où il y a de la roche
* Fix visuel : les particule de vent ne s'affichent plus lorsqu'il pleut
2026-05-28 10:18:34 +02:00
d7ddcf14d1 création et implémentation du sfx de fin de map 2026-05-27 18:51:28 +02:00
98e270e9ca Merge branch 'musique_et_son_3' of https://git.zacharie-guet.fr/zacharie/seeding-planets into musique_et_son_3 2026-05-24 16:18:11 +02:00
1900e3e432 mixage de meeting_demeter, mixage plus léger de l'ambiance de base relais/vending room #183 2026-05-24 16:18:02 +02:00
542 changed files with 12393 additions and 2464 deletions

View File

@@ -4,10 +4,6 @@
content_margin_top = 5.0
content_margin_bottom = 5.0
bg_color = Color(0, 0, 0, 0.956863)
border_width_left = 1
border_width_top = 1
border_width_right = 1
border_width_bottom = 1
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5

View File

@@ -5,8 +5,13 @@ content_margin_left = 15.0
content_margin_top = 15.0
content_margin_right = 15.0
content_margin_bottom = 15.0
bg_color = Color(1, 1, 1, 1)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
bg_color = Color(0.0627451, 0.05882353, 0.16862746, 1)
border_width_left = 2
border_width_top = 2
border_width_right = 2
border_width_bottom = 2
border_color = Color(0.5882353, 0.7019608, 0.85882354, 1)
corner_radius_top_left = 10
corner_radius_top_right = 10
corner_radius_bottom_right = 10
corner_radius_bottom_left = 10

View File

@@ -9,17 +9,18 @@ class_name DialogicNode_NameLabel
@export var use_character_color := true
func _ready() -> void:
add_to_group('dialogic_name_label')
if hide_when_empty:
name_label_root.visible = false
text = ""
add_to_group('dialogic_name_label')
if hide_when_empty:
name_label_root.visible = false
text = ""
func _set(property, what):
if property == 'text' and typeof(what) == TYPE_STRING:
text = what
if hide_when_empty:
name_label_root.visible = !what.is_empty()
else:
name_label_root.show()
return true
if property == 'text' and typeof(what) == TYPE_STRING:
text = what
if hide_when_empty:
name_label_root.visible = !what.is_empty()
else:
name_label_root.show()
return true
return false

View File

@@ -27,15 +27,15 @@ signal variable_was_set(info:Dictionary)
####################################################################################################
func clear_game_state(clear_flag:=DialogicGameHandler.ClearFlags.FULL_CLEAR):
# loading default variables
if ! clear_flag & DialogicGameHandler.ClearFlags.KEEP_VARIABLES:
reset()
# loading default variables
if ! clear_flag & DialogicGameHandler.ClearFlags.KEEP_VARIABLES:
reset()
func load_game_state(load_flag:=LoadFlags.FULL_LOAD):
if load_flag == LoadFlags.ONLY_DNODES:
return
dialogic.current_state_info['variables'] = merge_folder(dialogic.current_state_info['variables'], ProjectSettings.get_setting('dialogic/variables', {}).duplicate(true))
if load_flag == LoadFlags.ONLY_DNODES:
return
dialogic.current_state_info['variables'] = merge_folder(dialogic.current_state_info['variables'], ProjectSettings.get_setting('dialogic/variables', {}).duplicate(true))
#endregion
@@ -54,226 +54,228 @@ func load_game_state(load_flag:=LoadFlags.FULL_LOAD):
## it will try to search for an autoload with the name `Game` and get the value
## of `player_name` to replace it.
func parse_variables(text:String) -> String:
# First some dirty checks to avoid parsing
if not '{' in text:
return text
# First some dirty checks to avoid parsing
if not '{' in text:
return text
# Trying to extract the curly brackets from the text
var regex := RegEx.new()
regex.compile(r"(?<!\\)\{(?<variable>([^{}]|\{[^}]*\})*)\}")
# Trying to extract the curly brackets from the text
var regex := RegEx.new()
regex.compile(r"(?<!\\)\{(?<variable>([^{}]|\{[^}]*\})*)\}")
var parsed := text.replace('\\{', '{')
for result in regex.search_all(text):
var value: Variant = get_variable(result.get_string('variable'), "<NOT FOUND>")
parsed = parsed.replace("{"+result.get_string('variable')+"}", str(value))
var parsed := text.replace('\\{', '{')
for result in regex.search_all(text):
var value: Variant = get_variable(result.get_string('variable'), "<NOT FOUND>")
parsed = parsed.replace("{"+result.get_string('variable')+"}", str(value))
return parsed
return parsed
func set_variable(variable_name: String, value: Variant) -> bool:
variable_name = variable_name.trim_prefix('{').trim_suffix('}')
variable_name = variable_name.trim_prefix('{').trim_suffix('}')
# First assume this is a simple dialogic variable
if has(variable_name):
DialogicUtil._set_value_in_dictionary(variable_name, dialogic.current_state_info['variables'], value)
variable_changed.emit({'variable':variable_name, 'new_value':value})
return true
# First assume this is a simple dialogic variable
if has(variable_name):
DialogicUtil._set_value_in_dictionary(variable_name, dialogic.current_state_info['variables'], value)
variable_changed.emit({'variable':variable_name, 'new_value':value})
return true
# Second assume this is an autoload variable
elif '.' in variable_name:
var from := variable_name.get_slice('.', 0)
var variable := variable_name.trim_prefix(from+'.')
# Second assume this is an autoload variable
elif '.' in variable_name:
var from := variable_name.get_slice('.', 0)
var variable := variable_name.trim_prefix(from+'.')
var autoloads := get_autoloads()
var object: Object = null
if from in autoloads:
object = autoloads[from]
while variable.count("."):
from = variable.get_slice('.', 0)
if from in object and object.get(from) is Object:
object = object.get(from)
variable = variable.trim_prefix(from+'.')
var autoloads := get_autoloads()
var object: Object = null
if from in autoloads:
object = autoloads[from]
while variable.count("."):
from = variable.get_slice('.', 0)
if from in object and object.get(from) is Object:
object = object.get(from)
variable = variable.trim_prefix(from+'.')
if object:
var sub_idx := ""
if '[' in variable:
sub_idx = variable.substr(variable.find('['))
variable = variable.trim_suffix(sub_idx)
sub_idx = sub_idx.trim_prefix('[').trim_suffix(']')
if object:
var sub_idx := ""
if '[' in variable:
sub_idx = variable.substr(variable.find('['))
variable = variable.trim_suffix(sub_idx)
sub_idx = sub_idx.trim_prefix('[').trim_suffix(']')
if variable in object:
match typeof(object.get(variable)):
TYPE_ARRAY:
if not sub_idx:
if typeof(value) == TYPE_ARRAY:
object.set(variable, value)
return true
elif sub_idx.is_valid_float():
object.get(variable).remove_at(int(sub_idx))
object.get(variable).insert(int(sub_idx), value)
return true
TYPE_DICTIONARY:
if not sub_idx:
if typeof(value) == TYPE_DICTIONARY:
object.set(variable, value)
return true
else:
object.get(variable).merge({str_to_var(sub_idx):value}, true)
return true
_:
object.set(variable, value)
return true
if variable in object:
match typeof(object.get(variable)):
TYPE_ARRAY:
if not sub_idx:
if typeof(value) == TYPE_ARRAY:
object.set(variable, value)
return true
elif sub_idx.is_valid_float():
object.get(variable).remove_at(int(sub_idx))
object.get(variable).insert(int(sub_idx), value)
return true
TYPE_DICTIONARY:
if not sub_idx:
if typeof(value) == TYPE_DICTIONARY:
object.set(variable, value)
return true
else:
object.get(variable).merge({str_to_var(sub_idx):value}, true)
return true
_:
object.set(variable, value)
return true
printerr("[Dialogic] Tried setting non-existant variable '"+variable_name+"'.")
return false
printerr("[Dialogic] Tried setting non-existant variable '"+variable_name+"'.")
return false
func get_variable(variable_path:String, default: Variant = null, no_warning := false) -> Variant:
if variable_path.begins_with('{') and variable_path.ends_with('}') and variable_path.count('{') == 1:
variable_path = variable_path.trim_prefix('{').trim_suffix('}')
if variable_path.begins_with('{') and variable_path.ends_with('}') and variable_path.count('{') == 1:
variable_path = variable_path.trim_prefix('{').trim_suffix('}')
# First assume this is just a single variable
var value: Variant = DialogicUtil._get_value_in_dictionary(variable_path, dialogic.current_state_info['variables'])
if value != null:
return value
# First assume this is just a single variable
var value: Variant = DialogicUtil._get_value_in_dictionary(variable_path, dialogic.current_state_info['variables'])
if value != null:
return value
# Second assume this is an expression.
else:
value = dialogic.Expressions.execute_string(variable_path, null, no_warning)
if value != null:
return value
# Second assume this is an expression.
else:
value = dialogic.Expressions.execute_string(variable_path, null, no_warning)
if value != null:
return value
# If everything fails, tell the user and return the default
if not no_warning:
printerr("[Dialogic] Failed parsing variable/expression '"+variable_path+"'.")
return default
# If everything fails, tell the user and return the default
if not no_warning:
printerr("[Dialogic] Failed parsing variable/expression '"+variable_path+"'.")
return default
## Resets all variables or a specific variable to the value(s) defined in the variable editor
func reset(variable:="") -> void:
if variable.is_empty():
dialogic.current_state_info['variables'] = ProjectSettings.get_setting("dialogic/variables", {}).duplicate(true)
else:
DialogicUtil._set_value_in_dictionary(variable, dialogic.current_state_info['variables'], DialogicUtil._get_value_in_dictionary(variable, ProjectSettings.get_setting('dialogic/variables', {})))
if variable.is_empty():
dialogic.current_state_info['variables'] = ProjectSettings.get_setting("dialogic/variables", {}).duplicate(true)
else:
DialogicUtil._set_value_in_dictionary(variable, dialogic.current_state_info['variables'], DialogicUtil._get_value_in_dictionary(variable, ProjectSettings.get_setting('dialogic/variables', {})))
## Returns true if a variable with the given path exists
func has(variable:="") -> bool:
return DialogicUtil._get_value_in_dictionary(variable, dialogic.current_state_info['variables']) != null
return DialogicUtil._get_value_in_dictionary(variable, dialogic.current_state_info['variables']) != null
## Allows to set dialogic built-in variables
func _set(property, value) -> bool:
property = str(property)
var vars: Dictionary = dialogic.current_state_info['variables']
if property in vars.keys():
if typeof(vars[property]) != TYPE_DICTIONARY:
vars[property] = value
return true
if value is VariableFolder:
return true
return false
property = str(property)
var vars: Dictionary = dialogic.current_state_info['variables']
if property in vars.keys():
if typeof(vars[property]) != TYPE_DICTIONARY:
vars[property] = value
return true
if value is VariableFolder:
return true
return false
## Allows to get dialogic built-in variables
func _get(property):
property = str(property)
if property in dialogic.current_state_info['variables'].keys():
if typeof(dialogic.current_state_info['variables'][property]) == TYPE_DICTIONARY:
return VariableFolder.new(dialogic.current_state_info['variables'][property], property, self)
else:
return DialogicUtil.logical_convert(dialogic.current_state_info['variables'][property])
property = str(property)
if property in dialogic.current_state_info['variables'].keys():
if typeof(dialogic.current_state_info['variables'][property]) == TYPE_DICTIONARY:
return VariableFolder.new(dialogic.current_state_info['variables'][property], property, self)
else:
return DialogicUtil.logical_convert(dialogic.current_state_info['variables'][property])
return null
func folders() -> Array:
var result := []
for i in dialogic.current_state_info['variables'].keys():
if dialogic.current_state_info['variables'][i] is Dictionary:
result.append(VariableFolder.new(dialogic.current_state_info['variables'][i], i, self))
return result
var result := []
for i in dialogic.current_state_info['variables'].keys():
if dialogic.current_state_info['variables'][i] is Dictionary:
result.append(VariableFolder.new(dialogic.current_state_info['variables'][i], i, self))
return result
func variables(_absolute:=false) -> Array:
var result := []
for i in dialogic.current_state_info['variables'].keys():
if not dialogic.current_state_info['variables'][i] is Dictionary:
result.append(i)
return result
var result := []
for i in dialogic.current_state_info['variables'].keys():
if not dialogic.current_state_info['variables'][i] is Dictionary:
result.append(i)
return result
#endregion
#region HELPERS
################################################################################
func get_autoloads() -> Dictionary:
var autoloads := {}
for node: Node in get_tree().root.get_children():
autoloads[node.name] = node
return autoloads
var autoloads := {}
for node: Node in get_tree().root.get_children():
autoloads[node.name] = node
return autoloads
func merge_folder(new:Dictionary, defs:Dictionary) -> Dictionary:
# also go through all groups in this folder
for x in new.keys():
if x in defs and typeof(new[x]) == TYPE_DICTIONARY:
new[x] = merge_folder(new[x], defs[x])
# add all new variables
for x in defs.keys():
if not x in new:
new[x] = defs[x]
return new
# also go through all groups in this folder
for x in new.keys():
if x in defs and typeof(new[x]) == TYPE_DICTIONARY:
new[x] = merge_folder(new[x], defs[x])
# add all new variables
for x in defs.keys():
if not x in new:
new[x] = defs[x]
return new
#endregion
#region VARIABLE FOLDER
################################################################################
class VariableFolder:
var data := {}
var path := ""
var outside: DialogicSubsystem
var data := {}
var path := ""
var outside: DialogicSubsystem
func _init(_data:Dictionary, _path:String, _outside:DialogicSubsystem):
data = _data
path = _path
outside = _outside
func _init(_data:Dictionary, _path:String, _outside:DialogicSubsystem):
data = _data
path = _path
outside = _outside
func _get(property:StringName):
property = str(property)
if property in data:
if typeof(data[property]) == TYPE_DICTIONARY:
return VariableFolder.new(data[property], path+"."+property, outside)
else:
return DialogicUtil.logical_convert(data[property])
func _get(property:StringName):
property = str(property)
if property in data:
if typeof(data[property]) == TYPE_DICTIONARY:
return VariableFolder.new(data[property], path+"."+property, outside)
else:
return DialogicUtil.logical_convert(data[property])
return null
func _set(property:StringName, value:Variant) -> bool:
property = str(property)
if not value is VariableFolder:
DialogicUtil._set_value_in_dictionary(path+"."+property, outside.dialogic.current_state_info['variables'], value)
return true
func _set(property:StringName, value:Variant) -> bool:
property = str(property)
if not value is VariableFolder:
DialogicUtil._set_value_in_dictionary(path+"."+property, outside.dialogic.current_state_info['variables'], value)
return true
func has(key:String) -> bool:
return key in data
func has(key:String) -> bool:
return key in data
func folders() -> Array:
var result := []
for i in data.keys():
if data[i] is Dictionary:
result.append(VariableFolder.new(data[i], path+"."+i, outside))
return result
func folders() -> Array:
var result := []
for i in data.keys():
if data[i] is Dictionary:
result.append(VariableFolder.new(data[i], path+"."+i, outside))
return result
func variables(absolute:=false) -> Array:
var result := []
for i in data.keys():
if not data[i] is Dictionary:
if absolute:
result.append(path+'.'+i)
else:
result.append(i)
return result
func variables(absolute:=false) -> Array:
var result := []
for i in data.keys():
if not data[i] is Dictionary:
if absolute:
result.append(path+'.'+i)
else:
result.append(i)
return result
#endregion

View File

@@ -4,8 +4,9 @@
[resource]
diffuse_mode = 3
specular_mode = 1
specular_mode = 2
albedo_texture = ExtResource("1_cc1ni")
metallic_specular = 0.0
roughness = 0.0
rim_tint = 0.48
stencil_flags = 2

View File

@@ -13,7 +13,7 @@ dest_files=["res://.godot/imported/meeting_demeter.ogg-7dd58073d2ef5705a374bd8bb
[params]
loop=false
loop_offset=0
bpm=0
loop_offset=0.0
bpm=0.0
beat_count=0
bar_beats=4

View File

@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://bdsghxlbtduuy"
path="res://.godot/imported/subterra.ogg-458c2f15c134af211d5a71b5819758c5.oggvorbisstr"
[deps]
source_file="res://common/audio_manager/assets/morceaux/histoire/subterra.ogg"
dest_files=["res://.godot/imported/subterra.ogg-458c2f15c134af211d5a71b5819758c5.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

View File

@@ -0,0 +1,19 @@
[remap]
importer="oggvorbisstr"
type="AudioStreamOggVorbis"
uid="uid://du3hfjbaoyc8"
path="res://.godot/imported/fin_de_map.ogg-62fbcdd24bc4df66b50e9a969579e8d9.oggvorbisstr"
[deps]
source_file="res://common/audio_manager/assets/sfx/fin_de_map/fin_de_map.ogg"
dest_files=["res://.godot/imported/fin_de_map.ogg-62fbcdd24bc4df66b50e9a969579e8d9.oggvorbisstr"]
[params]
loop=false
loop_offset=0
bpm=0
beat_count=0
bar_beats=4

View File

@@ -0,0 +1,24 @@
[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://bfhab51qe80j5"
path="res://.godot/imported/fin_de_map_cristal_1.wav-fbc2aabbedcf9b9ea4de792270616879.sample"
[deps]
source_file="res://common/audio_manager/assets/sfx/fin_de_map/fin_de_map_cristal_1.wav"
dest_files=["res://.godot/imported/fin_de_map_cristal_1.wav-fbc2aabbedcf9b9ea4de792270616879.sample"]
[params]
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uid="uid://budu0cym6ximv"
path="res://.godot/imported/phone_call.wav-5f6468b6c2e194f4077a966b2b8ed027.sample"
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source_file="res://common/audio_manager/assets/sfx/phone/phone_call.wav"
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type="AudioStreamWAV"
uid="uid://c18orgaa5yect"
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[deps]
source_file="res://common/audio_manager/assets/sfx/phone/pickaxe_cave_1.wav"
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path="res://.godot/imported/pickaxe_cave_1.wav-5365b9250c03fe13766ad32a821704fa.sample"
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path="res://.godot/imported/pickaxe_cave_2.wav-bb5e1c82ba8ffd44758505ce286a04a9.sample"
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View File

@@ -19,10 +19,10 @@
[ext_resource type="AudioStream" uid="uid://kqbqhwhkv7o3" path="res://common/audio_manager/assets/morceaux/niveau/mines_waiting.ogg" id="11_ngi21"]
[ext_resource type="AudioStream" uid="uid://of68i2k1g6y2" path="res://common/audio_manager/assets/morceaux/niveau/desert_phase_1.ogg" id="11_yjs51"]
[ext_resource type="AudioStream" uid="uid://b8inedx4yjslw" path="res://common/audio_manager/assets/sfx/drop/drop_1.wav" id="12_4hp8f"]
[ext_resource type="AudioStream" uid="uid://bdsghxlbtduuy" path="res://common/audio_manager/assets/morceaux/histoire/subterra.ogg" id="12_mrdk3"]
[ext_resource type="AudioStream" uid="uid://cjbpfnlwcpjh0" path="res://common/audio_manager/assets/morceaux/niveau/forest_waiting.ogg" id="12_xmumj"]
[ext_resource type="AudioStream" uid="uid://8nmr5vifkt1f" path="res://common/audio_manager/assets/sfx/harvest/harvest_1.wav" id="13_xoaox"]
[ext_resource type="AudioStream" uid="uid://dgkdcq4j6fe3o" path="res://common/audio_manager/assets/sfx/harvest/harvest_2.wav" id="14_b5bgj"]
[ext_resource type="AudioStream" uid="uid://crncg0mdx1fdw" path="res://common/audio_manager/assets/morceaux/demo/ending.ogg" id="14_h3tkm"]
[ext_resource type="AudioStream" uid="uid://dsfqhcrard8o4" path="res://common/audio_manager/assets/morceaux/niveau/desert_phase_2.ogg" id="14_lwdce"]
[ext_resource type="AudioStream" uid="uid://eh3dbuxu5qtw" path="res://common/audio_manager/assets/sfx/harvest/harvest_3.wav" id="15_ynvb4"]
[ext_resource type="AudioStream" uid="uid://bown4yipeef8l" path="res://common/audio_manager/assets/sfx/harvest/harvest_4.wav" id="16_obeji"]
@@ -44,8 +44,6 @@
[ext_resource type="AudioStream" uid="uid://ch8wnrckanydg" path="res://common/audio_manager/assets/morceaux/histoire/meeting_demeter.ogg" id="22_mrdk3"]
[ext_resource type="AudioStream" uid="uid://bnwtgp8t46xwc" path="res://common/audio_manager/assets/sfx/recharge/recharge_capsule_6.wav" id="23_ge2sc"]
[ext_resource type="AudioStream" uid="uid://bp3wsncvda5gl" path="res://common/audio_manager/assets/sfx/recharge/recharge_capsule_7.wav" id="24_yr73o"]
[ext_resource type="AudioStream" uid="uid://b4jx8rflw7dss" path="res://common/audio_manager/assets/sfx/phone/phone_ringing_Astra.wav" id="27_0rjel"]
[ext_resource type="AudioStream" uid="uid://ocm1dkkhv7ls" path="res://common/audio_manager/assets/sfx/phone/phone_ringing.wav" id="28_3dfjn"]
[ext_resource type="AudioStream" uid="uid://8juy5ev3rdfh" path="res://common/audio_manager/assets/sfx/plant_points/plant_point_1.wav" id="29_ngi21"]
[ext_resource type="AudioStream" uid="uid://su387eovtrsg" path="res://common/audio_manager/assets/sfx/plant_points/plant_point_2.wav" id="30_xmumj"]
[ext_resource type="AudioStream" uid="uid://bp6mtpqjf4txo" path="res://common/audio_manager/assets/sfx/plant_points/plant_point_3.wav" id="31_spekb"]
@@ -64,12 +62,15 @@
[ext_resource type="AudioStream" uid="uid://dd1uu6dd6sloe" path="res://common/audio_manager/assets/sfx/pickaxe/pickaxe_3.wav" id="45_mur2l"]
[ext_resource type="AudioStream" uid="uid://eq7wufwnolto" path="res://common/audio_manager/assets/sfx/pickaxe/pickaxe_4.wav" id="46_t0v4u"]
[ext_resource type="AudioStream" uid="uid://cv7sj8n5oo1i8" path="res://common/audio_manager/assets/sfx/screen_bip/screen_bip.wav" id="47_svctq"]
[ext_resource type="AudioStream" uid="uid://budu0cym6ximv" path="res://common/audio_manager/assets/sfx/phone/phone_call.wav" id="48_ipd1r"]
[ext_resource type="AudioStream" uid="uid://sgwvpxiul5x5" path="res://common/audio_manager/assets/sfx/ship_exit/ship_exit.wav" id="48_j8acj"]
[ext_resource type="AudioStream" uid="uid://ca0wonha334cl" path="res://common/audio_manager/assets/sfx/teleportation/teleport.wav" id="50_rlnfe"]
[ext_resource type="AudioStream" uid="uid://cv5avkd3qekt7" path="res://common/audio_manager/assets/sfx/movement/movement.wav" id="51_iyxkn"]
[ext_resource type="AudioStream" uid="uid://53ixfbcd5qwu" path="res://common/audio_manager/assets/sfx/holo/holo_appear.wav" id="63_aedoe"]
[ext_resource type="AudioStream" uid="uid://dsijqgnnadgem" path="res://common/audio_manager/assets/sfx/holo/holo_disappear.wav" id="64_ge2sc"]
[ext_resource type="AudioStream" uid="uid://dscyqjujj1com" path="res://common/audio_manager/assets/sfx/unlock_tool/unlock_tool.wav" id="64_yr73o"]
[ext_resource type="AudioStream" uid="uid://bdrdnli5k27a2" path="res://common/audio_manager/assets/sfx/tractor_beam/take.wav" id="69_5rlid"]
[ext_resource type="AudioStream" uid="uid://cam4vv1am40dy" path="res://common/audio_manager/assets/sfx/tractor_beam/drop.wav" id="70_gfbcu"]
[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_6o1yh"]
streams_count = 3
@@ -131,6 +132,7 @@ script = ExtResource("1_0tvca")
unique_name_in_owner = true
[node name="Cave" type="AudioStreamPlayer" parent="Ambiances" unique_id=71769481]
unique_name_in_owner = true
stream = ExtResource("2_ge2sc")
volume_db = -7.195
pitch_scale = 0.5
@@ -185,6 +187,10 @@ unique_name_in_owner = true
stream = ExtResource("8_tuvql")
volume_db = -5.0
[node name="Subterra" type="AudioStreamPlayer" parent="Ambiances" unique_id=2019011683]
unique_name_in_owner = true
stream = ExtResource("12_mrdk3")
[node name="Musics" type="Node" parent="." unique_id=1450527710]
unique_name_in_owner = true
@@ -241,11 +247,6 @@ stream = ExtResource("7_tuvql")
volume_db = -5.0
bus = &"Music"
[node name="Demo_end" type="AudioStreamPlayer" parent="Musics" unique_id=261817716]
unique_name_in_owner = true
stream = ExtResource("14_h3tkm")
volume_db = -5.0
[node name="Meeting_demeter" type="AudioStreamPlayer" parent="Musics" unique_id=1066359159]
unique_name_in_owner = true
stream = ExtResource("22_mrdk3")
@@ -313,7 +314,7 @@ volume_db = -7.0
[node name="Harvest" type="AudioStreamPlayer" parent="Sfx" unique_id=345539331]
stream = SubResource("AudioStreamRandomizer_i4m0x")
volume_db = -5.0
volume_db = -7.0
[node name="PickUp" type="AudioStreamPlayer" parent="Sfx" unique_id=176915166]
stream = SubResource("AudioStreamRandomizer_jjdv2")
@@ -324,11 +325,11 @@ stream = ExtResource("22_btfwx")
volume_db = 3.627
[node name="Astra_phone_call" type="AudioStreamPlayer" parent="Sfx" unique_id=721344636]
stream = ExtResource("27_0rjel")
stream = ExtResource("48_ipd1r")
volume_db = -5.0
[node name="Phone_call" type="AudioStreamPlayer" parent="Sfx" unique_id=1668278453]
stream = ExtResource("28_3dfjn")
stream = ExtResource("48_ipd1r")
volume_db = -5.0
[node name="PlantPoint" type="AudioStreamPlayer" parent="Sfx" unique_id=2044025024]
@@ -357,7 +358,7 @@ volume_db = -5.0
[node name="Elevator" type="AudioStreamPlayer" parent="Sfx" unique_id=1345852969]
stream = ExtResource("42_obkny")
volume_db = -5.0
pitch_scale = 1.1
[node name="Mining" type="AudioStreamPlayer" parent="Sfx" unique_id=1122216774]
stream = SubResource("AudioStreamRandomizer_yjs51")
@@ -390,3 +391,11 @@ volume_db = -11.0
[node name="Unlock_tool" type="AudioStreamPlayer" parent="Sfx" unique_id=667077616]
stream = ExtResource("64_yr73o")
volume_db = -5.0
[node name="TractorBeamTake" type="AudioStreamPlayer" parent="Sfx" unique_id=1321980229]
stream = ExtResource("69_5rlid")
volume_db = -5.0
[node name="TractorBeamDrop" type="AudioStreamPlayer" parent="Sfx" unique_id=2023233451]
stream = ExtResource("70_gfbcu")
volume_db = -5.0

View File

@@ -40,7 +40,7 @@ func _on_change_scene(scene : Scene):
stop_all_ambiances()
if (scene is TitleScene):
play_music_alone("Title", false, 5.0)
play_music_alone("Title", false, 0.0)
elif scene is IntroScene:
stop_all_musics()
elif scene is RegionScene:
@@ -59,8 +59,8 @@ func _on_change_scene(scene : Scene):
stop_all_musics()
play_ambiance_alone("Astra", false)
elif scene is BoreaScene:
stop_all_musics()
play_ambiance_alone("Borea", false)
play_music_alone("Meeting_demeter")
stop_all_ambiances()
elif scene is VendingMachineScene:
stop_all_musics()
play_ambiance_alone("VendingRoom", false)
@@ -207,12 +207,13 @@ func change_ambiances_volume(db_change := 0., fade := DEFAULT_FADE_TIME):
# Joue un
# - player_name : Nom de la Node dans la scène Godot à jouer
func play_sfx(sfx_name : String):
func play_sfx(sfx_name : String, pitch = 1.):
var player := %Sfx.find_child(sfx_name) as AudioStreamPlayer
if player:
player.play()
else:
printerr("Sfx %s not found" % sfx_name)
# ----------------- Partie Technique (pas touche Niels ;D) ----------------

View File

@@ -12,4 +12,4 @@ func get_3d_scene() -> PackedScene:
return preload("res://common/game_data/scripts/artefacts/talion_soil/talion_soil.blend")
func modify_plant_influence_radius(plant_influence_radius : float) -> float:
return plant_influence_radius * 1.4
return plant_influence_radius * 1.5

View File

@@ -28,16 +28,16 @@ func get_all_mutations() -> Array[PlantMutation]:
ProlificMutation.new(),
PrecociousMutation.new(),
PurificationMutation.new(),
VivaciousMutation.new(),
ToughMutation.new(),
QuickMutation.new(),
RobustMutation.new(),
SocialMutation.new(),
VivaciousMutation.new(),
FertileMutation.new(),
HurriedMutation.new(),
GenerousMutation.new(),
ProtectiveMutation.new(),
PureMutation.new(),
ToughMutation.new(),
]
func get_all_artifacts() -> Array[Artefact]:
@@ -53,7 +53,7 @@ func get_all_artifacts() -> Array[Artefact]:
func get_all_story_steps() -> Array[StoryStep]:
return [
TutorialStoryStep.new(),
AstraStoryStep.new(),
StartStoryStep.new(),
MercuryStoryStep.new(),
BetaStoryStep.new()
BoreaStoryStep.new()
]

View File

@@ -64,6 +64,10 @@ func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
challenge_modifiers.pick_random(),
benefic_modifiers.pick_random()
] as Array[RegionModifier]
elif story_step.is_run_point_dangerous(next_level):
region_parameter.modifiers = [
challenge_modifiers.pick_random()
] as Array[RegionModifier]
else:
region_parameter.modifiers = [
normal_modifiers.pick_random()
@@ -96,6 +100,12 @@ func choose_next_run_point(run_point : RunPoint = null) -> RunPoint:
next_run_points = generate_next_run_points()
return current_run_point
func get_cockpit_exit_scene() -> Scene:
if story_step.is_run_finished(level):
return story_step.get_destination_scene()
else :
return RegionScene.new(GameInfo.game_data.current_region_data)
#endregion
#region ------------------ Modifiers ------------------
@@ -109,6 +119,7 @@ func generate_normal_modifiers() -> Array[RegionModifier]:
ToxicModifier.new(),
SandyModifier.new(),
MagneticModifier.new(),
CanyonModifier.new()
]
func generate_benefic_modifiers() -> Array[RegionModifier]:

View File

@@ -5,7 +5,7 @@ class_name RunPoint
const DANGER_ICON = preload("res://common/icons/skull.svg")
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")
const CHARGE_ICON = preload("res://common/icons/recharge.svg")
@export var region_parameter : RegionParameter = RegionParameter.new() :
set(v):
@@ -27,10 +27,13 @@ func card_info() -> CardInfo:
info.type_icon = TYPE_ICON
info.stats.append_array([
CardStatInfo.new(str(region_parameter.get_objective()), OBJECTIVE_ICON),
CardStatInfo.new(str(region_parameter.get_charge()), CHARGE_ICON),
])
if region_parameter.modifiers.find_custom(
func (m : RegionModifier) : return m is DestinationModifier
) == -1:
info.stats.append_array([
CardStatInfo.new(str(region_parameter.get_objective()), OBJECTIVE_ICON),
CardStatInfo.new(str(region_parameter.get_charge()), CHARGE_ICON),
])
for m in region_parameter.modifiers:

View File

@@ -9,6 +9,7 @@ signal language_changed(settings : SettingsData)
signal sound_changed(settings : SettingsData)
signal video_changed(settings : SettingsData)
signal game_changed(settings : SettingsData)
signal fov_changed(value : float)
#region ------------------ Language ------------------
@@ -50,13 +51,30 @@ const AVAILABLE_LANGUAGES_LABEL = [
full_screen = v
video_changed.emit(self)
@export var ui_size : float = 1. :
set(v):
ui_size = v
video_changed.emit(self)
#region ------------------ Controls ------------------
@export var action_remapped : Array[String] = []
@export var input_remapped : Array[InputEvent] = []
@export var fov := 75. :
set(v):
fov = v
fov_changed.emit(fov)
#region ------------------ Game ------------------
@export var auto_pickup := true
@export var mouse_sensivity := 0.2
const MAX_ZOOM = 2.
const MIN_ZOOM = 0.5

View File

@@ -1 +0,0 @@
uid://da8kqgl0xnkpi

View File

@@ -22,7 +22,7 @@ func is_run_finished(level : int) -> bool:
return level == get_region_sequence_length() - 1
func get_region_sequence_length() -> int:
return 6
return 7
func get_first_vending_machine_occurence(_level : int) -> int:
return 2
@@ -37,7 +37,7 @@ func get_cave_occurence(_level : int) -> int:
return 3
func get_challenge_chance(_level : int) -> float:
return 0.3
return 0.15
func get_run_point_number(level : int) -> int:
if is_run_finished(level):
@@ -47,6 +47,9 @@ func get_run_point_number(level : int) -> int:
func get_charge_number(_level : int) -> int:
return 10
func is_run_point_dangerous(level : int) -> bool:
return level == get_region_sequence_length() - 2
func get_objective_for_region(level : int) -> int:
match level:
1: return 10
@@ -62,12 +65,6 @@ func get_story_modifiers_for_region(level : int) -> Array[RegionModifier]:
var dest_mod = DestinationModifier.new()
dest_mod.destination_scene = get_destination_scene()
modifiers.append(dest_mod)
var first_cave = get_first_cave_occurence(level)
var cave_occurence = get_cave_occurence(level)
if cave_occurence > 0 and level >= first_cave:
if (level - first_cave)%cave_occurence == 0:
modifiers.append(CaveModifier.new())
return modifiers
@@ -80,6 +77,12 @@ func get_gameplay_modifiers_for_region(level : int) -> Array[RegionModifier]:
if vending_occurence > 0 and level >= first_vending:
if (level - first_vending)%vending_occurence == 0:
modifiers.append(VendingMachineModifier.new())
var first_cave = get_first_cave_occurence(level)
var cave_occurence = get_cave_occurence(level)
if cave_occurence > 0 and level >= first_cave:
if (level - first_cave)%cave_occurence == 0:
modifiers.append(CaveModifier.new())
return modifiers

View File

@@ -1,7 +1,7 @@
extends StoryStep
class_name TutorialStoryStep
const INTRO_DIALOG = "res://dialogs/timelines/tutorial/demeter_intro.dtl"
const INTRO_DIALOG = "res://dialogs/timelines/1_waking_up/2_demeter_intro.dtl"
func get_respawn_scene() -> Scene:
return AstraScene.new()
@@ -14,6 +14,10 @@ func get_region_sequence_length() -> int:
func get_destination_scene() -> Scene: return null
func need_gameplay_modifier(_level : int): return false
func get_objective_for_region(_level : int) -> int: return 3
func get_story_modifiers_for_region(_n : int) -> Array[RegionModifier]:
return [
TutorialModifier.new()

View File

@@ -1,8 +1,8 @@
extends StoryStep
class_name AstraStoryStep
class_name StartStoryStep
const MERCURY_ARRIVAL_DIALOG_PATH="res://dialogs/timelines/astra/mercury_arrival.dtl"
const CAVE_DIALOG_PATH="res://dialogs/timelines/astra/cave.dtl"
const MERCURY_ARRIVAL_DIALOG_PATH="res://dialogs/timelines/1_waking_up/5_mercury_arrival.dtl"
const CAVE_DIALOG_PATH="res://dialogs/timelines/1_waking_up/4_cave.dtl"
func get_respawn_scene() -> Scene:
return AstraScene.new()
@@ -20,7 +20,7 @@ func get_cave_occurence(_level : int) -> int:
return 2
func get_region_sequence_length() -> int:
return 4
return 5
func get_objective_for_region(level : int) -> int:
match level:

View File

@@ -2,8 +2,9 @@ extends StoryStep
class_name MercuryStoryStep
const MERCURY_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/mercury/mercury_departure.dtl"
const VENUS_ARRIVAL_DIALOG_PATH = "res://dialogs/timelines/mercury/venus_arrival.dtl"
const MERCURY_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/1_waking_up/6_mercury_departure.dtl"
const VENDING_MACHINE_DIALOG_PATH = "res://dialogs/timelines/1_waking_up/6_vending_machine_presentation.dtl"
const VENUS_ARRIVAL_DIALOG_PATH = "res://dialogs/timelines/1_waking_up/7_venus_arrival.dtl"
func get_respawn_scene() -> Scene:
return RelayBaseScene.new(
@@ -21,12 +22,11 @@ func get_destination_scene() -> Scene:
"002"
)
func get_first_vending_machine_occurence(_level : int) -> int:
return 1
func get_ship_dialog_path(level : int, ship_in_space := true) -> String:
if level == 0:
return MERCURY_DEPARTURE_DIALOG_PATH
if level == 1:
return VENDING_MACHINE_DIALOG_PATH
if ship_in_space and is_run_finished(level + 1):
return VENUS_ARRIVAL_DIALOG_PATH
return ""

View File

@@ -1,7 +1,7 @@
extends StoryStep
class_name BetaStoryStep
class_name BoreaStoryStep
const VENUS_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/beta/venus_departure.dtl"
const VENUS_DEPARTURE_DIALOG_PATH = "res://dialogs/timelines/1_waking_up/8_venus_departure.dtl"
func get_respawn_scene() -> Scene:
return RelayBaseScene.new(
@@ -12,16 +12,16 @@ func get_respawn_scene() -> Scene:
func get_objective_for_region(l : int) -> int:
match l:
0: return 8
1: return 15
0: return 0
1: return 8
_: return get_objective_for_region(l-1) + l * 5
func get_region_sequence_length() -> int:
return 12
return 8
func get_destination_text() -> String:
return tr("SECRET_SCENE")
return tr("BOREA_BASE")
func get_destination_scene() -> Scene:
return BoreaScene.new()

View File

@@ -0,0 +1 @@
uid://cakg2racxgano

View File

@@ -1,10 +1,9 @@
extends Node
const SAVE_GAME_LOCATION = "user://stw_beta_save.tres"
const SAVE_GAME_LOCATION = "user://stw_playtest_2_save.tres"
const SAVE_SETTINGS_LOCATION = "user://stw_settings.tres"
var game_loaded = false
signal game_loaded
signal game_data_updated(g : GameData)
var game_data : GameData :
@@ -18,8 +17,9 @@ var current_dialog_path : String
func load_game_data() -> GameData:
game_data = null
if ResourceLoader.exists(SAVE_GAME_LOCATION):
if ResourceLoader.exists(SAVE_GAME_LOCATION) and ResourceLoader.load(SAVE_GAME_LOCATION):
game_data = ResourceLoader.load(SAVE_GAME_LOCATION).duplicate_deep()
game_loaded.emit()
return game_data
@@ -81,6 +81,10 @@ func update_language_settings(s : SettingsData = settings_data):
func update_video_settings(s : SettingsData = settings_data):
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN if s.full_screen else DisplayServer.WINDOW_MODE_WINDOWED)
if not is_node_ready():
await ready
get_tree().root.content_scale_factor = s.ui_size
func update_inputs(s : SettingsData = settings_data):
for i in range(len(s.input_remapped)):

View File

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View File

@@ -272,7 +272,7 @@ parts_mutation_associations = Dictionary[String, ExtResource("16_c3tk3")]({
chance_to_have_part = 1.0
origin_weights_base = Dictionary[int, int]({
0: 100,
1: 0,
1: 5,
2: 20
})
seed_texture_sets = Array[ExtResource("47_jbu3q")]([SubResource("Resource_cynqk"), SubResource("Resource_17ac3")])

View File

@@ -42,7 +42,7 @@ func _on_generated(generated_scene : Node):
spawn_dead_orchid(relay_base)
relay_base.exit_scene = CockpitScene.new()
else:
relay_base.exit_scene = RegionScene.new(GameInfo.game_data.current_region_data)
# relay_base.exit_scene = RegionScene.new(GameInfo.game_data.current_region_data)
handle_orchid_save(relay_base)
@@ -68,6 +68,11 @@ func spawn_player(relay_base : RelayBase):
relay_base.player.global_position = choosen_incubator.global_position + Vector3.UP
relay_base.player.rotation.y = choosen_incubator.rotation.y
if base_name == "MERCURY":
SteamConnection.unlock_achievement(SteamConnection.ACH_MERCURY_BASE)
elif base_name == "VENUS":
SteamConnection.unlock_achievement(SteamConnection.ACH_REACH_VENUS_BASE)
func spawn_dead_orchid(relay_base : RelayBase):
var dead_orchid := DEAD_ORCHID_SCENE.instantiate() as Node3D
relay_base.add_child(dead_orchid)

View File

@@ -1,16 +1,18 @@
extends Node
const APP_ID = "4452760"
func _init():
OS.set_environment("SteamAppID", APP_ID)
OS.set_environment("SteamGameID", APP_ID)
const ACH_SPIN_PLANET="STW_SPIN_PLANET"
const ACH_FINISH_TUTORIAL="STW_FINISH_TUTORIAL"
const ACH_MEET_DEMETER="STW_MEET_DEMETER"
const ACH_UNLOCK_ALL_MUTATION="STW_UNLOCK_ALL_MUTATIONS"
const ACH_KICK_YOUR_OLD_BODY="STW_KICK_YOUR_OLD_BODY"
const ACH_MERCURY_BASE="STW_REACH_MERCURY_BASE"
const ACH_REACH_VENUS_BASE="STW_REACH_VENUS_BASE"
func _ready():
Steam.steamInit()
var is_running = Steam.isSteamRunning()
if !is_running:
printerr("Steam is not running")
return
func unlock_achievement(achivement_name : String):
if Steam.isSteamRunning():
var status = Steam.getAchievement(achivement_name)
print("Steam Achievement %s" %achivement_name)
if status.has("ret") and status.ret and not status.achieved:
Steam.setAchievement(achivement_name)
Steam.storeStats()

View File

@@ -1,11 +1,40 @@
extends Sprite2D
class_name Circle
@export var radius : int = 0
@export var color : Color = Color.WHITE
@export var opacity : float = 1.0
@export var fill : bool = true
@export var width : int = -1
@export var radius : int = 0 :
set(v):
radius = v
queue_redraw()
@export var color : Color = Color.WHITE :
set(v):
color = v
queue_redraw()
@export var opacity : float = 1.0 :
set(v):
opacity = v
queue_redraw()
@export var fill : bool = true :
set(v):
fill = v
queue_redraw()
@export var width : int = -1 :
set(v):
width = v
queue_redraw()
func _init(
_radius = 0,
_color = Color.WHITE,
_opacity = 1.0,
_fill = true,
_width = -1,
):
radius = _radius
color = _color
opacity = _opacity
fill = _fill
width = _width
func _draw():
draw_circle(

View File

@@ -44,7 +44,7 @@ void fragment() {
float distance_fade = 1e-4 + smoothstep(fade_start + fade_length, fade_start, min_z);
// Edge mask
float edge = 1.0 - smoothstep(0.1, 0.15, dot(normalize(cross(avg_dy, avg_dx)), VIEW));
float edge = 1.0 - smoothstep(0.03, 0.05, dot(normalize(cross(avg_dy, avg_dx)), VIEW));
// Small vignette at screen edges
edge *= smoothstep(0.00, 0.015 * thickness,

View File

@@ -0,0 +1,98 @@
shader_type spatial;
render_mode ambient_light_disabled;
//render_mode world_vertex_coords;
uniform vec3 color:source_color;
uniform sampler2D shadow_mask2d:source_color,repeat_enable,filter_linear;
uniform sampler3D shadow_mask3d:source_color,repeat_enable,filter_linear;
uniform sampler2D color_gradient:source_color;
uniform vec3 offset;
uniform float scale=0.75;
varying vec3 world_pos;
varying vec3 local_pos;
varying vec3 local_normal;
varying vec3 cam_pos;
vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {
vec4 samp = vec4(0.0);
samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;
samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;
samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;
return samp;
}
vec4 sample_text3d(sampler3D mask, vec3 pos){
return texture(mask, pos);
}
vec3 tile(vec3 p, float size) {
return mod(p, size) - size * 0.5;
}
vec4 volume_march(vec3 ro, vec3 rd, int steps, float stepd){
float sample_scale=scale;
ro+=rd*40.0;
vec4 value=vec4(0.0);
for (int i=0;i<steps;i++){
value+=sample_text3d(shadow_mask3d,ro*sample_scale)*stepd;
if (value.r>=0.9){
break;
}
ro+=rd*stepd;
}
return value;
}
void vertex() {
local_pos=VERTEX;
world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
local_normal=NORMAL;
cam_pos=CAMERA_POSITION_WORLD;
}
void fragment() {
ALBEDO=color;
if (abs(ALBEDO.r)<=0.0001) ALBEDO.r=0.0001;
if (abs(ALBEDO.g)<=0.0001) ALBEDO.g=0.0001;
if (abs(ALBEDO.b)<=0.0001) ALBEDO.b=0.0001;
SPECULAR=0.0;
//AO=0.0;
//EMISSION=vec3(0.01);
//IRRADIANCE=vec4(0.0);
}
void light() {
float NdotL = max(dot(NORMAL, LIGHT), 0.0);
float lit_intensity=smoothstep(0.0,0.5,NdotL*ATTENUATION);
//toon light, relatively flat color, no smooth blur edge
vec3 light_col=lit_intensity * LIGHT_COLOR / PI;
vec3 shadow_col=vec3(0.0);
{///////////////////////YOUR COLOR LOGIC IN HERE//////////////////
//SOME EXAMPLES:
//ray march polka dots
//vec3 ro=cam_pos+vec3(0.0,TIME*0.0,0.0);
//vec3 rd=normalize(world_pos-cam_pos);
//float ray_march_val=volume_march(ro,rd,100,0.1).r;
//shadow_col=mix(vec3(0.03,0.0,0.02),vec3(0.25,0.01,0.01),ray_march_val);
//RED shadow
shadow_col=vec3(1.0,0.0,0.0);
//triplanar texture
//shadow_col=triplanar_texture(shadow_mask2d,abs(local_normal),local_pos).rgb*0.1;
}
//TODO: handle cases where albedo.rgb is0
//divide by albedo to cancel out all color. may be weird when albedo.rgb is 0
//due to division by 0. could try to avoid albedo becoming absolute 0 in fragment
vec3 _shadow_col=shadow_col/ALBEDO;
if (LIGHT_IS_DIRECTIONAL)
DIFFUSE_LIGHT+=mix(_shadow_col,light_col,smoothstep(0.01,1.0,lit_intensity));
else//non directional light can be a bit funky
DIFFUSE_LIGHT+=mix(_shadow_col,light_col,smoothstep(0.01,1.0,lit_intensity))*ATTENUATION;
}

View File

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uid://8si4nvkdqqyq

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@@ -0,0 +1,290 @@
shader_type sky;
render_mode use_quarter_res_pass;
// Originaly based on https://godotshaders.com/shader/stylized-sky-shader-with-clouds/ but there's not much left
group_uniforms sky;
uniform vec3 day_top_color : source_color = vec3( 0.1, 0.6, 1.0 );
uniform vec3 day_bottom_color : source_color = vec3( 0.4, 0.8, 1.0 );
uniform vec3 sunset_top_color : source_color = vec3( 0.7, 0.75, 1.0 );
uniform vec3 sunset_bottom_color : source_color = vec3( 1.0, 0.5, 0.7 );
uniform vec3 night_top_color : source_color = vec3( 0.02, 0.0, 0.04 );
uniform vec3 night_bottom_color : source_color = vec3( 0.1, 0.0, 0.2 );
group_uniforms horizon;
uniform vec3 horizon_color : source_color = vec3( 0.0, 0.7, 0.8 );
uniform float horizon_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.05;
group_uniforms sun; // First DirectionalLight3D will be the sun
uniform vec3 sun_color : source_color = vec3( 10.0, 8.0, 1.0 );
uniform vec3 sun_sunset_color : source_color = vec3( 10.0, 0.0, 0.0 );
uniform float sun_size : hint_range( 0.01, 1.0 ) = 0.2;
uniform float sun_blur : hint_range( 0.01, 20.0 ) = 10.0;
group_uniforms moon; // Second DirectionalLight3D will be the moon
uniform vec3 moon_color : source_color = vec3( 1.0, 0.95, 0.7 );
uniform float moon_size : hint_range( 0.01, 1.0 ) = 0.06;
uniform float moon_blur : hint_range( 0.01, 10.0 ) = 0.1;
group_uniforms clouds;
// Replaced by noise functions, unncomment if you want to use graphical textures
// uniform sampler2D clouds_top_texture : filter_linear_mipmap, hint_default_black;
// uniform sampler2D clouds_middle_texture : filter_linear_mipmap, hint_default_black;
// uniform sampler2D clouds_bottom_texture : filter_linear_mipmap, hint_default_black;
uniform vec3 clouds_edge_color : source_color = vec3( 0.8, 0.8, 0.98 );
uniform vec3 clouds_top_color : source_color = vec3( 1.0, 1.0, 1.00 );
uniform vec3 clouds_middle_color : source_color = vec3( 0.92, 0.92, 0.98 );
uniform vec3 clouds_bottom_color : source_color = vec3( 0.83, 0.83, 0.94 );
uniform float clouds_speed : hint_range( 0.0, 20.0, 0.01 ) = 2.0;
uniform float clouds_direction : hint_range( -0.5, 0.5, 0.0 ) = 0.2;
uniform float clouds_scale : hint_range( 0.0, 4.0, 0.01 ) = 1.0;
uniform float clouds_cutoff : hint_range( 0.0, 1.0, 0.01 ) = 0.3;
uniform float clouds_fuzziness : hint_range( 0.0, 2.0, 0.01 ) = 0.5;
// More weight is simply a darker color, usefull for rain/storm
uniform float clouds_weight : hint_range( 0.0, 1.0, 0.01 ) = 0.0;
uniform float clouds_blur : hint_range( 0.0, 1.0, 0.01 ) = 0.25;
group_uniforms stars;
// Stars should be at black background
uniform sampler2D stars_texture : filter_linear_mipmap, hint_default_black;
uniform float stars_speed : hint_range( 0.0, 20.0, 0.01 ) = 1.0;
group_uniforms settings;
uniform float overwritten_time = 0.0;
////////////////////////////////////////////////////////////////////////////////////////////////////
// Function for clouds noises. You can replace using "gen_fractal_ping_pong" with a simple texture reading.
// I was frustrated with the repeating texture that's why I included the algorithm in the code.
// Source: https://github.com/Auburn/FastNoiseLite/tree/master
const int PRIME_X = 501125321;
const int PRIME_Y = 1136930381;
float lerp( float a, float b, float t )
{
return a + t * ( b - a );
}
float cubic_lerp( float a, float b, float c, float d, float t )
{
float p = d - c - ( a - b );
return t * t * t * p + t * t * ( a - b - p ) + t * ( c - a ) + b;
}
float ping_pong( float t )
{
t -= trunc( t * 0.5 ) * 2.0;
return t < 1.0 ? t : 2.0 - t;
}
int hash( int seed, int x_primed, int y_primed )
{
return ( seed ^ x_primed ^ y_primed ) * 0x27d4eb2d;
}
float val_coord( int seed, int x_primed, int y_primed )
{
int hash = hash( seed, x_primed, y_primed );
hash *= hash;
hash ^= hash << 19;
return float( hash ) * ( 1.0 / 2147483648.0 );
}
float single_value_cubic( int seed, float x, float y )
{
int x1 = int( floor( x ));
int y1 = int( floor( y ));
float xs = x - float( x1 );
float ys = y - float( y1 );
x1 *= PRIME_X;
y1 *= PRIME_Y;
int x0 = x1 - PRIME_X;
int y0 = y1 - PRIME_Y;
int x2 = x1 + PRIME_X;
int y2 = y1 + PRIME_Y;
int x3 = x1 + ( PRIME_X << 1 );
int y3 = y1 + ( PRIME_Y << 1 );
return cubic_lerp(
cubic_lerp( val_coord( seed, x0, y0 ), val_coord( seed, x1, y0 ), val_coord( seed, x2, y0 ), val_coord( seed, x3, y0 ), xs ),
cubic_lerp( val_coord( seed, x0, y1 ), val_coord( seed, x1, y1 ), val_coord( seed, x2, y1 ), val_coord( seed, x3, y1 ), xs ),
cubic_lerp( val_coord( seed, x0, y2 ), val_coord( seed, x1, y2 ), val_coord( seed, x2, y2 ), val_coord( seed, x3, y2 ), xs ),
cubic_lerp( val_coord( seed, x0, y3 ), val_coord( seed, x1, y3 ), val_coord( seed, x2, y3 ), val_coord( seed, x3, y3 ), xs ),
ys ) * ( 1.0 / ( 1.5 * 1.5 ));
}
// Params can be change in the same way as in noise settings in Godot
const float FRACTAL_BOUNDING = 1.0 / 1.75;
const int OCTAVES = 5;
const float PING_PONG_STRENGTH = 2.0;
const float WEIGHTED_STRENGTH = 0.0;
const float GAIN = 0.5;
const float LACUNARITY = 2.0;
float gen_fractal_ping_pong( vec2 pos, int seed, float frequency )
{
float x = pos.x * frequency;
float y = pos.y * frequency;
float sum = 0.0;
float amp = FRACTAL_BOUNDING;
for( int i = 0; i < OCTAVES; i++ )
{
float noise = ping_pong(( single_value_cubic( seed++, x, y ) + 1.0 ) * PING_PONG_STRENGTH );
sum += ( noise - 0.5 ) * 2.0 * amp;
amp *= lerp( 1.0, noise, WEIGHTED_STRENGTH );
x *= LACUNARITY;
y *= LACUNARITY;
amp *= GAIN;
}
return sum * 0.5 + 0.5;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
// Function needed to calculate the phase of the moon
// Source: https://kelvinvanhoorn.com/2022/03/17/skybox-tutorial-part-1/
float sphere_intersect( vec3 view_dir, vec3 sphere_pos, float radius )
{
float b = dot( -sphere_pos, view_dir );
float c = dot( -sphere_pos, -sphere_pos ) - pow( radius, 2 );
float h = pow( b, 2 ) - c;
return h < 0.0 ? -1.0 : -b - sqrt( h );
}
void sky()
{
float time = overwritten_time != 0.0 ? overwritten_time : TIME;
//////////////////// SKY ///////////////////////////////////////////////////////////////////////
float _eyedir_y = abs( sin( EYEDIR.y * PI * 0.5 ));
// The day color will be our base color
vec3 _sky_color = mix( day_bottom_color, day_top_color, _eyedir_y );
_sky_color = mix( _sky_color, vec3( 0.0 ), clamp(( 0.7 - clouds_cutoff ) * clouds_weight, 0.0, 1.0 ));
float _sunset_amount = clamp( 0.5 - abs( LIGHT0_DIRECTION.y ), 0.0, 0.5 ) * 2.0;
// The sky should be more red around the west, on the opposite side you don't see it as much
float _sunset_distance = clamp( 1.0 - pow( distance( EYEDIR, LIGHT0_DIRECTION ), 2 ), 0.0, 1.0 );
vec3 _sky_sunset_color = mix( sunset_bottom_color, sunset_top_color, _eyedir_y + 0.5 );
_sky_sunset_color = mix( _sky_sunset_color, sunset_bottom_color, _sunset_amount * _sunset_distance );
_sky_color = mix( _sky_color, _sky_sunset_color, _sunset_amount );
float _night_amount = clamp( -LIGHT0_DIRECTION.y + 0.7, 0.0, 1.0 );
vec3 _sky_night_color = mix( night_bottom_color, night_top_color, _eyedir_y );
_sky_color = mix( _sky_color, _sky_night_color, _night_amount );
// Final sky color
COLOR = _sky_color;
//////////////////// HORIZON ///////////////////////////////////////////////////////////////////
float _horizon_amount = 0.0;
if( EYEDIR.y < 0.0 )
{
_horizon_amount = clamp( abs( EYEDIR.y ) / horizon_blur, 0.0, 1.0 );
// Mixing with the color of the night sky to make the horizon darker
vec3 _horizon_color = mix( horizon_color, _sky_color, _night_amount * 0.9 );
// And if ther are many dark clouds, we also make the horizon darker
_horizon_color = mix( _horizon_color, vec3( 0.0 ), ( 1.0 - clouds_cutoff ) * clouds_weight * 0.7 );
COLOR = mix( COLOR, _horizon_color, _horizon_amount );
}
//////////////////// MOON //////////////////////////////////////////////////////////////////////
float _moon_amount = 0.0;
if( LIGHT1_ENABLED )
{
// Bigger moon near the horizon
float _moon_size = moon_size + cos( LIGHT1_DIRECTION.y * PI ) * moon_size * 0.25;
float _moon_distance = distance( EYEDIR, LIGHT1_DIRECTION ) / _moon_size;
// Finding moon disc and edge blur
_moon_amount = clamp(( 1.0 - _moon_distance ) / moon_blur, 0.0, 1.0 );
if( _moon_amount > 0.0 )
{
// Moon illumination depending on the position of the sun
float _moon_intersect = sphere_intersect( EYEDIR, LIGHT1_DIRECTION, _moon_size );
vec3 _moon_normal = normalize( LIGHT1_DIRECTION - EYEDIR * _moon_intersect );
// Power on the result gives a better effect
float _moon_n_dot_l = pow( clamp( dot( _moon_normal, -LIGHT0_DIRECTION ), 0.05, 1.0 ), 2 );
// Hiding the moon behind the horizon
_moon_amount *= 1.0 - _horizon_amount;
COLOR = mix( COLOR, moon_color, _moon_n_dot_l * _moon_amount );
}
}
//////////////////// SUN ///////////////////////////////////////////////////////////////////////
float _sun_distance = 0.0;
if( LIGHT0_ENABLED )
{
_sun_distance = distance( EYEDIR, LIGHT0_DIRECTION );
// Bigger sun near the horizon
float _sun_size = sun_size + cos( LIGHT0_DIRECTION.y * PI ) * sun_size * 0.25;
// Finding sun disc and edge blur
float _sun_amount = clamp(( 1.0 - _sun_distance / _sun_size ) / sun_blur, 0.0, 1.0 );
if( _sun_amount > 0.0 )
{
// Changing color of the sun during sunset
float _sunset_amount = 1.0;
if( LIGHT0_DIRECTION.y > 0.0 )
_sunset_amount = clamp( cos( LIGHT0_DIRECTION.y * PI ), 0.0, 1.0 );
vec3 _sun_color = mix( sun_color, sun_sunset_color, _sunset_amount );
// Hiding the sun behind the moon
_sun_amount = clamp( _sun_amount * ( 1.0 - _moon_amount ), 0.0, 1.0 );
// Hiding the sun behind the horizon
_sun_amount *= 1.0 - _horizon_amount;
// Leveling the "glow" in color
if( _sun_color.r > 1.0 || _sun_color.g > 1.0 || _sun_color.b > 1.0 )
_sun_color *= _sun_amount;
COLOR = mix( COLOR, _sun_color, _sun_amount );
}
}
//////////////////// STARS /////////////////////////////////////////////////////////////////
vec2 _sky_uv = EYEDIR.xz / sqrt( EYEDIR.y );
if( EYEDIR.y > -0.01 && LIGHT0_DIRECTION.y < 0.0 )
{
// Stars UV rotation
float _stars_speed_cos = cos( stars_speed * time * 0.005 );
float _stars_speed_sin = sin( stars_speed * time * 0.005 );
vec2 _stars_uv = vec2(
_sky_uv.x * _stars_speed_cos - _sky_uv.y * _stars_speed_sin,
_sky_uv.x * _stars_speed_sin + _sky_uv.y * _stars_speed_cos
);
// Stars texture
vec3 _stars_color = texture( stars_texture, _stars_uv ).rgb * -LIGHT0_DIRECTION.y;
// Hiding stars behind the moon
_stars_color *= 1.0 - _moon_amount;
COLOR += _stars_color;
}
//////////////////// CLOUDS ////////////////////////////////////////////////////////////////
if( EYEDIR.y > 0.0 )
{
// Clouds UV movement direction
float _clouds_speed = time * clouds_speed * 0.01;
float _sin_x = sin( clouds_direction * PI * 2.0 );
float _cos_y = cos( clouds_direction * PI * 2.0 );
// I using 3 levels of clouds. Top is the lightes and botom the darkest.
// The speed of movement (and direction a little) is different for the illusion of the changing shape of the clouds.
vec2 _clouds_movement = vec2( _sin_x, _cos_y ) * _clouds_speed;
// float _noise_top = texture( clouds_top_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_top = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 0, 0.5 );
_clouds_movement = vec2( _sin_x * 0.97, _cos_y * 1.07 ) * _clouds_speed * 0.89;
// float _noise_middle = texture( clouds_middle_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_middle = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 1, 0.75 );
_clouds_movement = vec2( _sin_x * 1.01, _cos_y * 0.89 ) * _clouds_speed * 0.79;
// float _noise_bottom = texture( clouds_bottom_texture, ( _sky_uv + _clouds_movement ) * clouds_scale ).r;
float _noise_bottom = gen_fractal_ping_pong( ( _sky_uv + _clouds_movement ) * clouds_scale, 2, 1.0 );
// Smoothstep with the addition of a noise value from a lower level gives a nice, deep result
_noise_bottom = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_bottom );
_noise_middle = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_middle + _noise_bottom * 0.2 ) * 1.1;
_noise_top = smoothstep( clouds_cutoff, clouds_cutoff + clouds_fuzziness, _noise_top + _noise_middle * 0.4 ) * 1.2;
float _clouds_amount = clamp( _noise_top + _noise_middle + _noise_bottom, 0.0, 1.0 );
// Fading clouds near the horizon
_clouds_amount *= clamp( abs( EYEDIR.y ) / clouds_blur, 0.0, 1.0 );
vec3 _clouds_color = mix( vec3( 0.0 ), clouds_top_color, _noise_top );
_clouds_color = mix( _clouds_color, clouds_middle_color, _noise_middle );
_clouds_color = mix( _clouds_color, clouds_bottom_color, _noise_bottom );
// The edge color gives a nice smooth edge, you can try turning this off if you need sharper edges
_clouds_color = mix( clouds_edge_color, _clouds_color, _noise_top );
// The sun passing through the clouds effect
_clouds_color = mix( _clouds_color, clamp( sun_color, 0.0, 1.0 ), pow( 1.0 - clamp( _sun_distance, 0.0, 1.0 ), 5 ));
// Color combined with sunset condition
_clouds_color = mix( _clouds_color, sunset_bottom_color, _sunset_amount * 0.75 );
// Color depending on the "progress" of the night.
_clouds_color = mix( _clouds_color, _sky_color, clamp( _night_amount, 0.0, 0.98 ));
_clouds_color = mix( _clouds_color, vec3( 0.0 ), clouds_weight * 0.9 );
COLOR = mix( COLOR, _clouds_color, _clouds_amount );
}
}

View File

@@ -0,0 +1 @@
uid://cjgaitccxtwk0

View File

@@ -3,6 +3,7 @@ shader_type canvas_item;
uniform float line_number = 6;
uniform vec4 line_color : source_color = vec4(1.);
uniform float line_thickness : hint_range(0.0, 0.01) = 0.001;
uniform bool inverse_result = false;
const mat3 sobel_x = mat3(
vec3( 1.0, 2.0, 1.0),
@@ -35,6 +36,11 @@ void fragment() {
float edge = length(vec2(gx, gy));
float line = step(0.0001, edge);
float alpha = line * line_color.a * COLOR.r;
if (inverse_result)
alpha = 1. - line * line_color.a;
COLOR = vec4(line_color.rgb, line * line_color.a * COLOR.r);
COLOR = vec4(line_color.rgb, alpha);
}

View File

@@ -0,0 +1,29 @@
shader_type spatial;
render_mode blend_mix, unshaded;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform vec4 tint : source_color; // tint effect
uniform float wave_speed = 3.0; // wave loop speed
uniform float wave_freq = 10.0; // wave vertical freq
uniform float wave_width = 1; // wave width
uniform float blur = 2.0; // Defines the blur strength. Increase for a larger blur radius.
void fragment(){
vec2 wave_uv_offset;
wave_uv_offset.y = 0.0;
wave_uv_offset.x = cos((TIME*wave_speed)+UV.x+UV.y*wave_freq*2.0)*wave_width*0.01;
float blur_strength = blur / 100.0;
vec3 blurred_color = vec3(0.0);
int sample_count = 0;
for (float x = -blur_strength; x <= blur_strength; x += blur_strength / 10.0) {
for (float y = -blur_strength; y <= blur_strength; y += blur_strength / 10.0) {
blurred_color += texture(SCREEN_TEXTURE, SCREEN_UV + wave_uv_offset + vec2(x, y)).rgb;
sample_count++;
}
}
blurred_color /= float(sample_count);
ALBEDO = blurred_color * tint.rgb;
ALPHA = tint.a;
}

View File

@@ -0,0 +1 @@
uid://n4s2kr10ivgb

View File

@@ -19,6 +19,15 @@
&"portraits": {
"demeter": {
"export_overrides": {
"image": "\"res://dialogs/characters/portraits/demeter.png\""
},
"mirror": false,
"offset": Vector2(0, 0),
"scale": 1,
"scene": ""
},
"mysterious": {
"export_overrides": {
"image": "\"res://dialogs/characters/portraits/mysterious_demeter.png\""
},
"mirror": false,

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@@ -0,0 +1,41 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bvmbbyadi5b4l"
path.s3tc="res://.godot/imported/demeter.png-50ff374228c2edbab819a0c84a044ad4.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://dialogs/characters/portraits/demeter.png"
dest_files=["res://.godot/imported/demeter.png-50ff374228c2edbab819a0c84a044ad4.s3tc.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

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@@ -3,19 +3,20 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://bc00ga286t0kk"
path="res://.godot/imported/mysterious_demeter.png-66b658b484342d6f6e3402cb3d55b756.ctex"
path.s3tc="res://.godot/imported/mysterious_demeter.png-66b658b484342d6f6e3402cb3d55b756.s3tc.ctex"
metadata={
"vram_texture": false
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://dialogs/characters/portraits/mysterious_demeter.png"
dest_files=["res://.godot/imported/mysterious_demeter.png-66b658b484342d6f6e3402cb3d55b756.ctex"]
dest_files=["res://.godot/imported/mysterious_demeter.png-66b658b484342d6f6e3402cb3d55b756.s3tc.ctex"]
[params]
compress/mode=0
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
@@ -23,7 +24,7 @@ compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
@@ -37,4 +38,4 @@ process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
detect_3d/compress_to=0

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@@ -38,9 +38,25 @@ scene = ExtResource("6_hdngk")
overrides = {
"bold_font": "\"res://gui/ressources/fonts/TitanOne-Regular.ttf\"",
"bold_italics_font": "\"res://gui/ressources/fonts/TitanOne-Regular.ttf\"",
"box_animation_in": "1",
"box_animation_new_text": "1",
"box_animation_out": "1",
"box_margin_bottom": "28.0",
"box_size": "Vector2(800, 200)",
"italics_font": "\"res://gui/ressources/fonts/Ubuntu/Ubuntu-MI.ttf\"",
"name_label_custom_color": "Color(1, 0.6509804, 0.09019608, 1)",
"name_label_custom_font_size": "24.0",
"name_label_font": "\"res://gui/ressources/fonts/TitanOne-Regular.ttf\"",
"normal_font": "\"res://gui/ressources/fonts/Ubuntu/Ubuntu-M.ttf\""
"name_label_use_character_color": "false",
"name_label_use_global_color": "false",
"name_label_use_global_font": "false",
"name_label_use_global_font_size": "false",
"next_indicator_enabled": "false",
"next_indicator_show_on_questions": "false",
"normal_font": "\"res://gui/ressources/fonts/Ubuntu/Ubuntu-M.ttf\"",
"text_size": "24.0",
"text_use_global_font": "false",
"text_use_global_size": "false"
}
[sub_resource type="Resource" id="Resource_hpeao"]
@@ -51,7 +67,14 @@ scene = ExtResource("7_vyxyn")
script = ExtResource("2_gjyq6")
scene = ExtResource("8_gypn5")
overrides = {
"font_custom": "\"res://gui/ressources/fonts/Ubuntu/Ubuntu-B.ttf\""
"boxes_v_separation": "16.0",
"font_custom": "\"res://gui/ressources/fonts/Ubuntu/Ubuntu-B.ttf\"",
"font_size_custom": "24.0",
"font_size_use_global": "false",
"font_use_global": "false",
"text_color_hovered": "Color(1, 0.6509804, 0.09019608, 1)",
"text_color_pressed": "Color(0.5882353, 0.7019608, 0.85882354, 1)",
"text_color_use_global": "false"
}
[sub_resource type="Resource" id="Resource_cw4cs"]
@@ -77,4 +100,4 @@ layer_info = {
"16": SubResource("Resource_cw4cs"),
"17": SubResource("Resource_wofh5")
}
metadata/_latest_layer = ""
metadata/_latest_layer = "15"

View File

@@ -1,7 +1,12 @@
[i]Void.[/i] #id:8d
[i]Void again.[/i] #id:8e
[i]Suddenly, a [rainbow]spark[/rainbow].[pause=0.5] A thousand of connections blow up as a fireworks scene.[pause=0.5] A massive amount of data to treat. #id:8f
Void. #id:8d
Void again. #id:8e
[signal arg="spark"]
Suddenly, a [rainbow]spark[/rainbow].[pause=0.5] A thousand of connections blow up as a fireworks scene.[pause=0.5] A massive amount of data to treat. #id:8f
Overseeing serial number and system name.[pause=0.5].[pause=0.5].[pause=0.5] Strange.[pause=0.5] Serial number is empty.[pause=0.5] Must be an error.[pause=0.5] System name is,[pause=0.5] [color=#FFA617]Orchid[/color].[pause=0.5] #id:10f
label suite_dialogue #id:90
- Wake up #id:97
That is enough for now. Starting engines,[pause=0.3] fans and daemons,[pause=0.3] let's see what is to see. #id:99
[end_timeline]
- Check components #id:91
Exploring available drivers.[pause=0.5].[pause=0.5].[pause=0.5] New actions available.[pause=0.5] Three propellers,[pause=0.3] small models,[pause=0.3] only suitable for low altitude movement.[pause=0.5] Robotic arm,[pause=0.3] multipurpose,[pause=0.3] retractable. #id:92
jump suite_dialogue
@@ -11,8 +16,4 @@ label suite_dialogue #id:90
- Check memory #id:95
Several disks available,[pause=0.3] most are empty.[pause=0.5] Some seem to contain the system currently analyzing the code of the system analyzing the code of the system analyzing the code of the system analyzing.[pause=0.5].[pause=0.5].[pause=0.5] Infinite recursion,[pause=0.3] better avoid that. #id:96
jump suite_dialogue
- Wake up #id:97
Overseeing serial number and system name.[pause=0.5].[pause=0.5].[pause=0.5] Strange.[pause=0.5] Serial number is empty.[pause=0.5] Must be an error.[pause=0.5] System name is,[pause=0.5] [color=#FFA617]Orchid[/color].[pause=0.5] That is enough for now. #id:98
Starting engines,[pause=0.3] fans and daemons,[pause=0.3] let's see what is to see. #id:99
[end_timeline]

View File

@@ -0,0 +1,28 @@
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
join mysterious_demeter center [animation="Fade In" length="1.0"]
mysterious_demeter: Hi ![pause=0.5] Phew,[pause=0.3] I thought no one would reply.[pause=0.5] Are you [color=#FFA617]Orchid[/color] ?[pause=0.5] You may not be familiar with this name but you must have seen it in your memory. #id:23
- Uh... Who are you ? #id:24
mysterious_demeter: Oh sorry ![pause=0.5] I cannot send you my IDs for now,[pause=0.2] you are too far away from me. #id:25
- Where am I ? #id:26
mysterious_demeter: Don't worry,[pause=0.3] you are in a subterranean base,[pause=0.2] but you will get to the surface very soon. #id:27
- Wait ! Who am I ? #id:28
mysterious_demeter: Hmmm.[pause=0.4].[pause=0.4].[pause=0.4] Interesting question.[pause=0.5] I elaborated your system but I don't know in which frame you are currently in.[pause=0.5] We'll find out ! #id:29
mysterious_demeter: I'm glad you are finally awake ![pause=0.5] To be honest,[pause=0.3] I wasn't sure I would be able to make you function normally.[pause=0.5] Your frame has remained here for millennia without any maintenance. #id:2a
- Did you create me ? #id:2b
mysterious_demeter: Sort of ![pause=0.5] I didn't manufacture your body,[pause=0.2] I borrowed it,[pause=0.2] but I designed your cognitive system.[pause=0.5] Be forgiving,[pause=0.2] it won't be perfect,[pause=0.2] I was designed to manage,[pause=0.2] not to create. #id:2c
- Why did you wake me ? #id:2d
mysterious_demeter: To be honest,[pause=0.2] I don't really know.[pause=0.3].[pause=0.3].[pause=0.3] I mean,[pause=0.3] there are a lot of reasons,[pause=0.2] but I'll tell you more about it later. #id:2e
- What are you ? #id:2f
mysterious_demeter: I'm the same as you.[pause=0.5] The same as all the sentient beings remaining on this planet.[pause=0.5] Robot,[pause=0.2] artificial intelligence,[pause=0.2] machine.[pause=0.4].[pause=0.4].[pause=0.4] Our creators gave us many titles. #id:30
mysterious_demeter: Ok,[pause=0.2] no more questions for now,[pause=0.2] listen to me carefully. #id:102
mysterious_demeter: A long time ago,[pause=0.3] this planet was full of life.[pause=0.5] Plants were thriving on mountains,[pause=0.2] under seas and across plains. #id:32
mysterious_demeter: Now,[pause=0.3] this world is a barren wasteland.[pause=0.5] You'll see it as soon as you leave this base. #id:33
mysterious_demeter: Something happened a year ago.[pause=0.3].[pause=0.3].[pause=0.3]. The [color=#FFA617]Talion[/color],[pause=0.3] a unique element giving birth to new life forms when shattered,[pause=0.5] reappeared. #id:34
mysterious_demeter: With the [color=#FFA617]Talion[/color] back on the surface,[pause=0.2] we can bring this planet back to life. #id:35
mysterious_demeter: But first things first,[pause=0.3] you have to learn how everything is working up here,[pause=0.2] and how to use the [color=#FFA617]Talion[/color] to plant seeds. #id:36
mysterious_demeter: I sent you a checklist with the things that you have to learn, and I'll provide the tools you need along the way. #id:fd
mysterious_demeter: [b]I send you an elevator[/b],[pause=0.2] good luck [color=#FFA617]Orchid[/color] ! #id:fe
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
leave mysterious_demeter [animation="Fade Out" length="1.0"]
[wait time="2.0"]
[end_timeline]

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