47 Commits

Author SHA1 Message Date
588167dbae #43 #43 46 2020-01-26 00:48:08 +01:00
Ententerminator
f017b9781f merge 2020-01-25 19:22:11 +01:00
Ententerminator
f21e5855b9 grobe daytime visuals graphics oder so 2020-01-25 19:21:28 +01:00
Leon Palluch
1317c73942 mmhh 1 wall for inside factory 2020-01-25 19:07:51 +01:00
Ententerminator
5f8bf9013d menuscreen perfection 2020-01-25 16:37:57 +01:00
3b1f933e3d Fix pipe color delay 2020-01-08 16:02:04 +01:00
fc0eb63dc8 Fix issues with pill levels and collision 2020-01-08 11:37:26 +01:00
SlightlyObscure
0688ba411a finished pipe game 2020-01-02 01:59:35 +01:00
5b6fe3e2c8 Add ambient music which changes based on pill level 2019-12-30 00:53:18 +01:00
SlightlyObscure
67f38c1f24 worked on pipe game 2019-12-28 18:36:48 +01:00
3cfd698276 added nose for Meldewesen for easier debugging
set Min Pill level to 1 -> otherwise collisions seems to stop working
changed Meldewesen behavior: only "catch" player if is in forbidden Area, otherwise just following
2019-12-27 18:10:09 +01:00
f2dbcc91a5 fixed lever
outline-refactoring
2019-12-14 21:05:09 +01:00
0d37f1076d added fadeOut effect if get in touch with a meldewesen
only triggers for under 50 % Pill level, otherwise there will be an conversation
2019-12-14 15:32:29 +01:00
d77f55705c adding sound for eating (stolen by Karl made by Marlene eating an apple)
adding collision for Player - Meldewesen
2019-12-03 12:33:10 +01:00
SlightlyObscure
4f9bbc389b longer pipe ray casts 2019-11-23 20:44:25 +01:00
Leon Palluch
0a35eb1c24 Merge branch 'master' of https://gitlab.hexaquo.at/mga/retrace 2019-11-23 18:29:12 +01:00
Leon Palluch
98cbef0649 pipe colors slightly working, but not really 2019-11-23 18:28:59 +01:00
Ententerminator
fb74bc51b9 now with sandwich 2019-11-23 15:39:03 +01:00
5e72c7c699 Change 'Things' to 'Interactables', new structure 2019-11-22 12:19:22 +01:00
a79ae2402b Move materials to their own top-level folder 2019-11-22 12:15:51 +01:00
696b1cf724 Move Models to Resources 2019-11-22 12:12:35 +01:00
SlightlyObscure
0c8b8e208a lever model 2019-11-22 11:11:10 +01:00
SlightlyObscure
0d7fc95ed1 forlorn plumming 2019-11-21 23:52:54 +01:00
Leon Palluch
e0c708e8af Merge branch 'master' of https://gitlab.hexaquo.at/mga/retrace 2019-11-21 21:46:15 +01:00
Leon Palluch
fc712e4ac8 factory gameplay scene added 2019-11-21 21:45:48 +01:00
9d82dbe521 Tweaks for pill-based visuals and collision 2019-11-21 12:45:44 +01:00
92c8e66e63 Collision also changes depending on pill status
Corresponds to visibility
2019-11-21 12:36:41 +01:00
9599d80b62 - preparations for HUD 2019-11-19 12:08:11 +01:00
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
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
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
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
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
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
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