diff --git a/src/Untitled Document b/src/Untitled Document deleted file mode 100644 index b23236d..0000000 --- a/src/Untitled Document +++ /dev/null @@ -1,75 +0,0 @@ -

what about blessfrey?

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No-legs the Cat is just a demonstration that I can export and embed games here at all. Soon, I'll have real release demos for Blessfrey!

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Blessfrey is a 2D dungeoncrawling action rpg for PC developed by me (chimchooree) in Godot Engine inspired by Guild Wars 1 and Magic: The Gathering. I'll share any release demos on this page.

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system

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Blessfrey is a 2D action rpg with a dual-job system which will determine the skill pool from which you will build your skillbar. Your AI companions will have skillbars of their own to edit, so think in terms of teams in order to defeat bosses and solve puzzles. Barely any class progression decisions are permanent, so you can experiment and express your playstyle.

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jobs

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Blessfrey jobs are equivalent to RPG classes. Your first job is a permanent decision which you will make early in gameplay. You will be able to unlock the rest and more during gameplay as side gigs. You can only have one side gig at a time, but you can always swap it outside of combat areas.

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Each job has its own skill pool. Each skill is assigned to a job trait (similar to an RPG attribute). Each character has a set number of trait points they can use to raise job traits and the effectiveness of their associated skills. You gain more trait points through leveling up, but traits can be raised or lowered at will. Experiment to find your specialization!

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Your first job offers an exclusive trait called a job perk. It is not only tied to the effectiveness of related skills but also provides a constant buff. You can use the skills of your side gig's perk-related skills, but you cannot raise their effectiveness nor gain the buff. Perks are what distinguish characters from each other.

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skills

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Skills are individual powers that modify entities in the world of Blessfrey. They can launch fireballs, protect against incoming damage, spawn items or minions, teleport characters, reveal more UI details, and more. Your skillbar only has 8 skill slots and can only be edited in safe areas. The challenge comes from discovering effective strategies and synergies. Many of the same skills will be available to the player and enemy characters alike, so you must learn how to both use and counter each skill.

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Skills are inspired by Magic: The Gathering keywords. There are a limited number of keywords that are quick to learn, but I will combine them with interesting conditions to create a wide arsenal of options.

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Skills are gained during exploration. As you find new areas, encounter enemies, and interact with your surroundings, you will internalize those experiences as new skills. There are multiple paths to learning, so you are free to focus on your favorite parts of the game.

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team

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You will meet new friends and allies in the world, and they will join your team as customizable AI companions. Edit their skillbars to complement yours and keep their gear up-to-date. They will remember your responses and actions, so stay attentive to the flow of your relationship. There may be consequences - sweet or treacherous.

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story

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You play as Helia, a foreign transfer student living with her estranged uncle in a rural southern American town. You'll find an inexplicable amount of amenities, but none of them hold a candle to the haunted dungeon beneath the city. It's off-limits, but a dare's a dare.

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There's a whole other world down there with multiple fantastical races. Once you've been down there once, it's hard to avoid getting tangled in its mysteries.

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The town is strange in its own right. Lucrest flourished under it's remarkably young mayor and became an economic oasis in an expanse of farmlands and mining communities, drawing people from out-of-state to enjoy its attractions. Mayor Dia claims to have a magic wand that controls economy, and people aren't inclined to disagree.

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characters

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Helia (?/?) - The player character! Almost every job is available to her. Where she comes from, combat training is unheard of, so she's a blank slate. Her reasons for suddenly moving countries by herself at the end of a schoolyear are filled with holes, so rumors spread ahead of her arrival. Barely anyone moves to Lucrest, though, so most people are excited to meet the new girl.

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Angel (Weaponmaster/Hacker) - Her real name's Miriam, but it sounds too frumpy, so please call her Angel. She is a naturally gifted with heavy blades and participates in a competitive swordsman league, but she usually comes across as friendly if not a little absent-minded. Computers interest her deeply, so she always has tinkering away with some new gadget or software.

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Tessa (Tamer/Streetfighter) - She actually has a foreign background, too. Her mom and late father moved with her from France when she was really little. She loves the outdoors, animals, and fashion and is always sticking her nose in everyone's business. She's all fun all the time, so she doesn't always know where the boundary is between playful teasing and outright bullying.

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Chloe (Disciple/Weaponmaster) - She's an orphan girl who was taken in by the church, and she spends a lot of her time serving there. She's reticent and deeply introverted but very sweet to those who get to know her.

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Aries (Weaponsmaster/Tamer) - Angel's twin brother, though he's her opposite in many ways. He's more attentive, but his frankness and disregard for etiquette makes him seem boorish. He also takes things with more gravity, fully committing himself to his studies and training. He prefers light weapons, light armor, and practical survival skills.

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Night (Chemist/Weaponsmaster) - Despite not being much older than the other teens, he's completed a few years of apprenticeships at the leading research hospitals in the capital. The deterioration and death of his grandparents forced his return to close the final paperwork and figure out how to support his baby brother in the meantime. He runs a local pharmacy for now.

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Rune (?/?) - A startlingly tall and listless horned boy discovered in the local dungeon, surrounded by dinosaurs and other abyssal beasts. He doesn't trust people from the surface at first.

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info

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Blessfrey is a singleplayer action RPG game that will be playable in at least Windows, Linux, and HTML5. I'm going to sell it on Steam and wherever else lets me list it. It's being developed by me (chimchooree) in Godot Engine with original writing and art, though I'll need help with music and SFX eventually. My husband also helps sometimes, especially with writing plug-ins for the engine.♡ The full credits are available on the credits page.

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timeline

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Legless the Cat is the first demo. It has nothing to do with the game, but it's an important exercise for exporting and embedding an HTML5 game. I'd hate to make a sophisticated game over multiple years and be too inexperienced to actually share it with anyone. It also lets my kitty be in his own videogame! So cute.

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As for the first real demo, I am currently creating a vertical slice of the game, focusing on a robust presentation of the skill system. This demo will be more of a tech demo than a game. It will feature 3 demo areas, and you will receive a bingo card directing you to try a smattering of what the full game will have to offer.

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The next demo will demonstrate the game's faction system and AI, presenting more as a cutscene with unpredictable outcomes. A couple of different AI groups will wander around a map, intersect, then attack or aid according to affiliation. The faction system is rather complex, so I need to isolate it for testing purposes.

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I think at this point, I will be able to put out a real demo. Demo #3 is going to be a level from the full game, introducing Rune and his multiphase boss fight.

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If I can do that, I'll definitely be ready to make chunks of the game until the entire thing is complete.

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No hard timeline on this, though! I've been working for years and finally am about ready to have something to show for it. Gamedev has been a deep learning experience, and I'm looking forward to sharing my results with you.

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- diff --git a/src/blessfrey-gdd/inspect b/src/blessfrey-gdd/inspect index 312f9d7..6535c01 100644 --- a/src/blessfrey-gdd/inspect +++ b/src/blessfrey-gdd/inspect @@ -2,6 +2,8 @@

Right-click on an tangible entity or inventory item to open a popup inspect menu with all relevant inspect options. Selecting one will execute a method. Examples are 'follow Chloe' (pathfind after Chloe wherever she moves until action is cancelled), 'pick up clover' (item pickup), and 'examine button' (write a descriptive line about her in Helia's thought bubble)


structure

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relevant

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Every tangible entity has an exported dictionary of inspect_options: {index: ['tr_key', 'method']}. For example, {0:['tr_pick up','pickup'],1:['tr_extinguish','extinguish']}. Every tangible appends 'examine' at ready.


The Clickable has a _ready input event signal looking for "right-click."

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When tangible entity is right-clicked (@ $Body/Sprite/Clickable), the UI enters InspectMenu with its subject set. (The subject setter also sets the player's target.) The "id_pressed" signal is reset for each subject. InspectMenu connects "about_to_show" the first time it's needed and keeps it forever. Before popup(), it resets, adds a label at an offset with the subject's display name, then adds a UI option for each inspect option.


When a selection is made, the "id_pressed" signal calls "id_pressed" on the subject, which calls the method at its inspect_options[pressed_id][1]. So 'examine' calls 'examine,' which is in tangible.gd. Most related methods are on tangible.gd, though they may be at a more specific script.

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challenges/known issues

It's not obvious how to get popupmenus to appear at specific coordinates. I get it to appear at the subject's current location by setting rect_global_position = get_global_mouse_position() the line immediately after popup().


diff --git a/src/blessfrey-gdd/inspect-menu b/src/blessfrey-gdd/inspect-menu new file mode 100644 index 0000000..9b24507 --- /dev/null +++ b/src/blessfrey-gdd/inspect-menu @@ -0,0 +1,21 @@ +

The inspect menu is a PopupMenu that gives options for interaction with its subject. It rests at res://UI/InspectMenu/InspectMenu.tscn.

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variables

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methods

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void set_subject (Object new_subject)

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setter + subject setup

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void inspect ()

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set up inspect menu

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Object make_label ()

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returns a label with the name set. (Subject requires write_name())

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void _about_to_show ()

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resets the inspect menu, adds a label,

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No one comes to the Father except through me. ~ John 14:6 For all have sinned and fall short of the glory of God ~ Romans 3:23 For the wages of sin is death, but the free gift of God is eternal life in Christ Jesus our Lord. ~ Romans 6:23 -And we know that for those who love God all things work together for good,[a] for those who are called according to his purpose. ~ Romans 8:28 +And we know that for those who love God all things work together for good, for those who are called according to his purpose. ~ Romans 8:28 Likewise the Spirit helps us in our weakness. For we do not know what to pray for as we ought, but the Spirit himself intercedes for us with groanings too deep for words. ~ Romans 8:26 Because, if you confess with your mouth that Jesus is Lord and believe in your heart that God raised him from the dead, you will be saved. For with the heart one believes and is justified, and with the mouth one confesses and is saved. ~ Romans 10:9-10 No temptation has overtaken you that is not common to man. God is faithful, and he will not let you be tempted beyond your ability, but with the temptation he will also provide the way of escape, that you may be able to endure it. ~ 1 Corinthians 10:13