40 Commits

Author SHA1 Message Date
SlightlyObscure
343fa46c3c peaceful merge conflict 2019-11-18 20:04:36 +01:00
SlightlyObscure
1024e9bc69 added outline for interactions and key prompt 2019-11-18 20:00:45 +01:00
4f02c64752 Add a Meldewesen to the basic level concept 2019-11-18 18:58:53 +01:00
d40c9af92f Move factory to own scene 2019-11-18 18:32:38 +01:00
SlightlyObscure
469f254644 removed an oppsie 2019-11-18 18:25:57 +01:00
SlightlyObscure
95f354ed74 Merge branch 'master' of https://gitlab.hexaquo.at/mga/retrace 2019-11-18 18:17:02 +01:00
SlightlyObscure
6a0e9f791b key functionality + doors 2019-11-18 18:16:46 +01:00
99f352111b Merge branch 'master' of https://gitlab.hexaquo.at/mga/retrace 2019-11-18 17:31:00 +01:00
5e8db31103 Add gameplay details to greyboxed level
Key and Meldewesen house
2019-11-18 17:30:36 +01:00
2bf8e0694b Add basic greyboxed level 2019-11-18 17:19:51 +01:00
b3c7cf25bc Increase view distance of player 2019-11-18 17:18:02 +01:00
SlightlyObscure
09ae350b9e mmmhhh fixes 2019-11-18 16:39:26 +01:00
2b809f9894 Move player camera up for a height of 2m
The player was previously just 1m tall, which is rather small
2019-11-18 16:33:02 +01:00
SlightlyObscure
892f85e8ad doors exist and can be opened 2019-11-18 16:15:20 +01:00
SlightlyObscure
67d95714f6 added models for keys 2019-11-17 23:35:56 +01:00
761ff2f264 Meldewesen only follows player with low pill level 2019-11-11 23:02:38 +01:00
ff1d85a325 Add Pill singleton with basic behavior
A pill can be taken (key 'E', currently in Player.gd for testing) to
increase the level up to the max level (currently 6).

The drugged level gradually decreases down to the min level
(currently 0).
2019-11-11 21:54:17 +01:00
603e21b6fe Smooth NPC turning
The Meldewesen now turns smoothly instead of abruptly. In addition,
while turning, its move speed decreases, causing it to mostly turn on
the spot.
2019-11-11 11:18:06 +01:00
9fd3087fdc Meldewesen runs towards player when seeing it
The NPC got some functionality which now allows it to tell the
PathNavigator where it wants to go, in addition to the default
behavior.
2019-11-11 10:49:50 +01:00
93f59ec131 Add NPC class which Meldewesen now inherits from
This is in preparation for being able to more finely control the NPC,
both from the specific NPC implementation and the PathNavigator (which
was renamed accordingly)
2019-11-11 10:24:29 +01:00
f67b7e6361 Meldewesen player visibility works with new Player 2019-11-11 10:20:23 +01:00
d2ee524f72 Fix issues with Meldewesen pathfinding
The NavigationMeshInstance now keeps larger distances from obstacles to
avoid the Meldewesen from colliding with them while traversing the
correct path.

A possible issue with the look_at vector has been fixed as well.
2019-11-11 10:16:03 +01:00
d7e76cff6f - removed unused function param 2019-11-02 20:09:58 +01:00
932930b6b7 - added Logger 2019-11-02 20:06:20 +01:00
341c8ba2f2 - some improvements, beautify code *_* 2019-11-02 19:53:07 +01:00
4d66d64d04 Ground collision hotfix
The ground needs to be a PhysicsBody for the collision to work.

Also added colliders to the boxes to further test collision.

The collision seems to have caused some issues with the Meldewesen
pathfinding - I think I know what's wrong, will fix soon.
2019-11-02 19:33:41 +01:00
f280e6e349 - added basic movement and camera control
- collsion with floor does not work!
2019-11-02 19:02:16 +01:00
b88d68d27b - added Player 2019-11-02 16:04:03 +01:00
72989b8438 Meldewesen can detect Player within visibility 2019-10-30 01:01:02 +01:00
c3301e15db Add NodeGroupNotifier to generalize PathNavigator
The NodeGroupNotifier notifies nodes within a specific group of the
existence of a specific Node. With this new node, the Navigation does
not need to be specifically assigned to the
PathNavigatorForKinematicBody, making it easier to use in different
scenarios.
2019-10-30 00:48:24 +01:00
0ee7883250 Merge branch 'master' of https://gitlab.hexaquo.at/mga/retrace 2019-10-28 01:28:41 +01:00
9c583ed694 Implement basic path following for Meldewesen
The PathNavigatorForKinematicBody node can take a KinematicBody as a
child and move it along its path. It doesn't strictly follow the path
though, but also avoids obstacles according to the Navigation (with its
Navmesh).

How the Navigation node is fetched will be changed using Groups later,
the current structure is temporary.

A PathTestWorld has been added for testing this behavior, as well as a
basic Meldewesen.
2019-10-28 01:25:52 +01:00
28775eef3c Name render and collision layers (true and masked)
Doesn't have any technical ramifications, but will be nice for
convenience
2019-10-27 21:43:25 +01:00
7766714983 Add .gitlab-ci.yml 2019-10-27 17:59:13 +01:00
728c0a3ff1 Add HTML 5 export preset 2019-10-27 17:58:57 +01:00
ff0e00e654 Add export presets for pipeline 2019-10-27 17:58:08 +01:00
8d0f453452 Add empty Godot project 2019-10-25 14:09:01 +02:00
d7fec52d2c Add gitignore for Godot 2019-10-25 14:04:44 +02:00
ccdd5e485f Add LICENSE 2019-10-25 14:03:20 +02:00
7db8ef1af6 Initial commit 2019-10-25 14:02:13 +02:00