9d82dbe521
Tweaks for pill-based visuals and collision
2019-11-21 12:45:44 +01:00
51e263e83d
Collision depends on pill level; works in World
...
World is now the default scene since the old one hasn't been modified
for this
2019-11-21 12:37:54 +01:00
92c8e66e63
Collision also changes depending on pill status
...
Corresponds to visibility
2019-11-21 12:36:41 +01:00
09e0f32503
Add shader which mixes true and masked view
...
Player now has 2 cameras (one true, one masked), each with a viewport,
which the shader alternates between based on the Pill factor.
2019-11-21 12:19:03 +01:00
4c683444dd
PillTaker is now a spacial (due to its child need a position)
2019-11-21 11:28:48 +01:00
41e2d5b096
moved "taking pill" to own script
2019-11-21 11:25:59 +01:00
233573ad44
Merge branch 'master' of https://gitlab.hexaquo.at/mga/retrace
2019-11-21 10:42:05 +01:00
130584c4e2
- using getter for receiving values from globals (pill _max)
2019-11-21 10:41:57 +01:00
bd3118c7b3
Merge branch 'master' of https://gitlab.hexaquo.at/mga/retrace
2019-11-21 10:33:45 +01:00
d32c0f485b
Fix mouse look movement
...
Weird things happened
2019-11-21 10:33:26 +01:00
0c3d96030b
- ternary (conditional) operator in godot ! :D
2019-11-21 08:31:40 +01:00
ecfba2d7f3
Fix whole HUD being hidden without interactable
...
This got mixed up in the merge I think...
2019-11-20 23:53:42 +01:00
8b83d6e7a3
Tweak player movement speed variables
2019-11-20 23:52:48 +01:00
1cf65caed8
Add footstep sound effect and animation
...
Sound is linked to Animation so it always plays when the camera nods
down
2019-11-20 23:52:11 +01:00
8403eb4716
- able to use a leading underscore to define function arguments as unused
2019-11-19 16:41:32 +01:00
785254f98a
- added basic inventory and items (ugly but working!)
...
- TODO: move inventory handling to global
2019-11-19 13:46:44 +01:00
2ce505fe78
- set to Linux newlines
2019-11-19 12:43:35 +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
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