No description
- GDScript 93%
- C# 7%
| addons/dialogue_manager | messed around with the dialogue theme, hardcore css-flashbacks, just clicking around in menus upon menus changing everything until it somehow works in the end. i have no idea what most of this does ... (also edited the wrong balloon for half an hour of course ...) | |
| assets/art | made some sparkles! ✨ | |
| data | refactor: replace has_met_skull with quest status check in dialogue | |
| docs | feat: split Actionable into Dialogue + Interactable components; use them for Skull/Cat/Bush | |
| src | refactor: replace has_met_skull with quest status check in dialogue | |
| .gitattributes | ||
| .gitignore | ||
| export_presets.cfg | ||
| icon.svg | ||
| icon.svg.import | ||
| project.godot | refactor: rename /resources to /data to better reflect that it's | |
| README.md | Update README.md | |
Ghost Game (working title)
Here's this repo's kanban board / Project
Next steps:
- Fix touch input, done by @andrew-mc
- Fix mobile (virt joystick) input, done by @andrew-mc
- Scene transition to cottage > interior
- Game structure done by @andrew-mc
- Dialogue (WIP ^__^)
- Make creature (e. g. cat) move from level to cottage
- Game menu
- Add an option to let players choose between virtual joystick vs touch-to-move
- Add pathfinding navigation ("click to go here" rather than "click-and-hold to follow")
- Add some kind of visual indicator around/above interactable objects
- Allow clicking on actionables to interact with them
- Effects (Grass swaying)
- Music
- Sound effects?
Lol-steps:
- Think about a licence. Maybe https://anticapitalist.software/ but it's not officialy a FOSS licence. Or AGPL-3.0-or-later (see: https://docs.codeberg.org/getting-started/licensing/). Would that work with existing licences of addons (MIT etc.)?
Credits
Here for now so we don't forget: