One attempt at making RPG on Godot just how I like it :)
- Fierro interiors.
- Phamas Forest :D
- Training cave outside redo
- Some missing sounds, idiot (redo step sound cuz it sucks).
- Tutorials (equipment, scrolls, items, back attack)
- Data menu (enemies, characters, topics, journal)
- Multi-message support.
- Groups menu
- Item synthesis
- Fylgja stuff
- Bank (moneyyy).
- Limit.
- Position effects (damage up/down)
- Character info: scrolls and position. Fylgja option is visible but not done.
- Skill tree learn function.
- Shop UI.
- Fixed status
- Twin Flames barely there
- Battle events
- Implement Scan
- Move battle camera effects
- Jump movement effect
- Items in battle oh whoop I already had donk dis but aey succ tho there was some troubleshooting :DD
- Skill canUse show on list (grayed out). Use onMPChanged/onStatusChanged signals
- Scan ability
- Extra treasure (sword, phoenix down)
- Cleave skill/repeat effect
- Skills for boss
- Redo battlebacks/position/camera, set to use close locations, add starting rotation for camera/battleground. Target icon currently ignores world rotation, what is it using for position? isn't it using global? o.o
- Game over scene (retry, load, give up)
- Floor layering
- Health mini-huds
- Multi-party support
- Worldmap: fix graphic orientation, it should follow the pivot in this case I guess? See if can reconcile these two things.
- Worldmap: fix movement direction, make it depend on camera's orientation.
- Base for worldmap character/camera (different from regular).
- Battle backgrounds.
- Choice box.
- Redone save/load screen.
- Chaser enemies.
- Make a new first map (I guess training cave?).
- Push block omg!
- Even a switch?? can't believe this!
- Added compass.
- Character skills screen: Skill check/use.
- Implement skill use in party menu
- Item use in party menu
- Character animations: Move, death, standing, actionSpecific(effect), status
- Scope change
- Target select kind variance and priority fix (shenanigans with changing kind skills)
- Effects
- Apply basic damage
- Show battler animation
- Move battler
- Spawn VFX
- AddStatus: target, status
- Wait effect
- ApplyPercentDamage: hp/mp, amount
- Collapse animation
- Counter feature (can be extended for other counters)
- Battle end screen
- Escape option
- Damage popups
- Battle system
- Turn behavior
- Skill/Item selection
- Target selection
- Action execution
- Basic UI (party menu)
- Party menu main screen: select/open characters, inventory, etc
- Character screens
- Character Status layout: you can check status
- Character equip: items can be equipped/unequipped
- Character skills/learntree layout: list and tree are correctly populated
- System: all options working (save,load,config,title,exit)
- Finish with basic database structures
- Spritesheets
- BasicEffect
- ApplyBasicDamage
- Battlers
- ElementAffinity
- StatusAffinity
- Actors
- SkillLearnings
- Skills: uses BasicEffect
- Items: uses BasicEffect
- Equip
- Enemies EnemyAction
- Troops
- Status: uses BasicEffect
- System
- Starting party
- Starting map/position
- AudioManager
- Volume support
- BGM/BGS:
- Multipurpose tracks, with crossfade/fadein/fadeout and loop points support.
- N BGM tracks
- N Ambient tracks (weather)
- Multipurpose tracks, with crossfade/fadein/fadeout and loop points support.
- SFX:
- System SE preload.
- Translation stuff
- Set up CSV for translations
- Message box resize/reposition around objects and so on
- Game State
- Save/Load
- Events
- Map persistency
- Map transitions