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rpg's Issues

Add unique entity identifier system

There should be a UniqueID component that can be added to any Entity, which enforces a unique identifier on that object which can be searched and referenced from anywhere in the game or its tools.

Add ability to skip/auto-finish current NPC text

NPCs can take a while to say what they wanna say. Sometimes we just wanna skip all that action. Maybe have it so if you click or spacebar(?) during NPC dialogue, it auto-completes to the end of the current NPC response, directly to the response options.

Implement a proper 2D animation system

Let's be real; Mecanim isn't cutting it. We should either implement our own animation handling system or find another animation asset to manage animations.

Update interface for adding behaviour nodes

The current dynamic tooltip picker for adding new behaviour nodes is getting a bit unwieldy due to the rapidly increasing number of nodes. We should consider adding a sidebar instead, which should be scrollable, and ideally searchable and categorizable.

Conditional Dialogue Nodes

If we could have something reminiscent of an if statement for when dialogue nodes are called that would be super fresh.

Implement various tag systems for use in game design

This should be split into 3 categories so far, each defined by an enum type:

  • Traits: these are used for setting specific creature genuses, for use in dialogue, combat abilities, immunities and other such things (ex. Human, Duck, Undead)
  • Statuses: these are temporary effects that apply some stats or simply flag when active (ex. Stunned, Blessed, Burning). Used for combat, dialogue, etc.
  • States: these are agent-specific tags used within behaviours or as general flag (ex. Idle, Patrolling, Attacking)

Simplify / clarify the dialogue tree text entry interface

The dialogue trees aren't super clear between which text area is meant for NPC text and which is meant for Player text. We should at the very least update those labels to indicate "NPC" and "Player" specifically, but it may be worth looking into other options to clarify this interface as well. NOTE: Ensure that existing data doesn't get wiped when this change is made!

Weapon system

  • only primary weapon slot
  • swap weapon on pickup
  • pickup items when looting
  • UI for displaying current weapon

Add additional behaviour tree controls to move nodes around

There should options to move nodes up / down in the current level, or maybe the ability to drag nodes around (and their children would follow). Right now editing requires a lot of deleting and re-creating, which is fairly inefficient.

Add object keyword system

It would be good to have a keyword system. Examples of where it could be used:

A zombie looks around for the closest LIVING object to move towards and munch
An AOE healing spell heals all FRIENDLY objects within 2 meters for 2 health
A smite ability deals double damage against UNDEAD objects

Add music player feature

There should be a central music system, which is controlled by either level-wide music tracks, or area-based music regions defined by a customizable polygon.

Behaviour node refactor

Our current behaviour tree nodes struggle to solve problems in a generic manner, forcing more custom nodes than desired. We should implement a new approach that takes advantage of our custom tagging systems to allow for a more user-customizable approach to behaviour tree development.

Quest Start and Quest End functionality for dialogue nodes

As is, you are able to have dialogue link to new notes being written into the player handbook. If we were able to make it so dialogue could both trigger the beginning and end of quests (which would be highlighted in the notebook) that would be super fresh.

Add 2 class choices

  • includes 2 ability choices at level 5 each
  • should give some stuff from your class choice

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