Lots of bits, Camera sequences, and preparing for an update!
Added 2025-06-08 13:12:03 +0000 UTCBehind the scenes, a lot of refactoring and fixing has been done as I introduce new features or improve old ones. I also want to bring it up to a demoable state to update the playtest with!
Here are some recent changes:
The localization has transferred to JSON files from CS files and text can now be 'rendered' easier. E.g. {{NPCs.Ellie}} at the {{Locations.TallenportDocks}} needs {{Loot.Item}} can now be rendered into the actual text with the blanks filled in. This will be better to export/import to translators. And/or potentially open it up to fan translations.
Male Adventurer body type is now selectable from the character selection screen.
Cursor hovering used to sometimes detect the floor and ignore an item, or an item/npc you couldn't interact with would take precedence over something else in the same area.
Fixes for things that just break over time for no apparent reason like the fishing lure, the skills window, the character creation screen.
Loading sprites/textures improved. There's a thing in Godot where if you set a value to the same value (like a texture to the same texture) then it still costs a bit of resource.
Weapon sprite ordering fixes, and head position fixes. It won't be completely ironed out, but sometimes when characters look a certain direction and their body is in another direction, they look a little odd.
There's no such things as Pets anymore(!!), they are now just enemies that could be pets. When each script grows larger and larger, and different entities can do more and more of the same things, it makes sense to just combine them. Now in the future any enemy 'could' be a pet.
Quest event sequences are now possible! E.g. in an quest, events can happen at the same time or in order, for NPCs to do certain things in a sequence (like the example video)
Camera sequences are now possible! I added the ability to add/edit camera sequences directly in the playing game, to easily create and play them. They can now be added to quest events!
Screen transitions. Loading screens and camera sequences will now fade in and out.