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Explore a divided world and develop your hidden powers as you hunt for the ultimate reward in this beautiful RPG traumedy.
Create a behaviour tree node that will be another behaviour tree. This node should return the status of it's root node.
We should exclusively use the Rigidbody2D to control Actor movement, not Transform interpolation.
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.
Relates to #56, this is specifically for using a condition based on say alignment thresholds to determine whether to show a particular dialogue option to the player.
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.
Dialogue nodes should have an option to affect alignment, which are applied when the option is selected by the player.
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.
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.
If we could have something reminiscent of an if statement for when dialogue nodes are called that would be super fresh.
Sends an error anytime you press E to interact.
This should be split into 3 categories so far, each defined by an enum type:
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!
I can't fit alot of dialogue nodes in one graph just based on window room so I think zooming out would be helpful. Not a big deal though.
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.
This would be solved by starting the two nodes in different places. However, the real bug is that multiple nodes can be selected per click - the editor should only select the "top" node when you click.
Our content designers and gameplay scripters should be able to tweak enemy animations easily from within behaviours. This may include a SetAnimation node for general use.
Items and weapons you equip should be shown visually on your character
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
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.
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.
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.
So you'd basically get to choose a "dialogueSprite" in each node for the face the NPC is making, and have a set of "entry" animations to choose from, like a Shake animation for surprise, or no animation at all.
The global cooldown doesn't seem to apply to different attacks currently.
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