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Auras
Auras are temporary or permanent effects on a unit. They can be DoTs, HoTs, buffs, debuffs or absorbs. Every unit has an aura_container scene, which has a Node type root node, and contains Node type nodes named dot_container, hot_container, buff_container, deb...
Entering the Combat Script
There are a number of functions that are intended as entrypoints into the combat script, which are called by spell scripts. The appropriate function must be called to properly proceed through a combat event. combat_event_entrypointThis function serves as the ...
Combat Events
Combat events are damage, healing and aura events that are reached via the entrypoints into the combat script. They calculate the magnitude of a spell, unless prescribed, check for avoidance and ciritcal hits, apply the hp change or aura to the target, and log...
Checks
There are a few checks that the combat script requires to function. is_criticalThis function checks whether a hit is critical. It uses the crit modifier of a spell and the base critical hit chance of the source as arguments. A random number generator is initi...
Value Application
The final part of the combat event sequence, before the logging, is the application of the final spell value to the absorb shields and health of the target. apply_damageThis function applies damage to the health of the target, and returns the difference betwe...
Stat Modificiation
Stat modification occurs when a buff or debuff is applied to a target, and an array of stats is changes either additively (positive or negative) or multiplicatively (with values greater than or less than 1). apply_buffThis function applies the stat modificati...
Log Messages
All combat events are logged, to ensure that combat encounters can be analyzed. No in-game analysis exists currently, but is planned to be implemented at some point. It is not actively being developed at the moment, however. In the future, it is intended that...
Forge: Forgejo (Git hosting, actions, etc)
shinyspace runs a Forgejo instance. This is so we can easily work together with people who are used to e.g. GitHub workflows. Forgejo has a dedicated VM: forgejo1 Forgejo now runs in a rootless podman container on brix4, making many things easier - no hard ra...
Automatic Building of Godot Server + Client
todo
Actionbars
Actionbars are grid containers that contain buttons. Spells can be assigned to the buttons, which allows clicking or using the appropriate hotkey to trigger the spell. LayoutBy default, there are two actionbars with 12 slots each. The number of columns is s...
Void Girl - Agatha
ZipZap! Void and back again! What did I miss? Wow, I didn't know THAT would burn so well. ... and then I said, I'm just not that in to you - do you get it? IN TO YOU? Like the voices in my head? - I think we're hilarious here! I am one with the...
Initial Setup
Basic initial setup for a godot 3d game in godot 4.3 is as follows. Set up a basic 3D scene (no multiplayer yet) Player: We add a main scene in which everything will be happening. Create a new scene "player", change root node to CharacterBody3D to start ma...
Spawning things
Player basics in godot, we usually need to define what things are synchronized between server and client. for spawning, this is done with MultiplayerSpawner nodes. In our main scene, add a node3d called "players". this is so we keep things organized - every...
Links
Fall of the House of Usher - Overview Class Design Technical Documentation
Tasks
The following tasks would be reasonable to tackle: Lore Rough concept for class designs of non-Agatha characters More detailed concept for Agatha Adaptation of the short story to the playable map Maps Hub map layout Pipeline from Blender...
Basic Concepts - Authority and RPC
By default, everything in RadGame has the Server as authority. The only (so far) Exception is the player_input script that is part of each player character - the client that's controlling the character has the multiplayer authority over his input script. Move...
Spell Queue
In order to make spell casting smoother, and not have short gaps between spells when the next is not triggered frame-perfectly, a spell queuing system exists. This system allows spells to be queued towards the end of a currently active cast, or a currently act...
First Playable Alpha
The first playable alpha should consist of a functioning hub map, the first playable map (The Fall of the House of Usher), and at least one class per role that can be played. A more detailed list of features is as follows: A list of required features(cheese...