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Spell Container

Technical Spells

The spell_container scene consists of a node of type Node, and is used as a parent node for all individual spell scenes that a unit or interactable has available. The spell_container script contains a few functions. spell_entrypoint is the function that recei...

Auras

Technical Spells

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

Technical Combat

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

Technical Combat

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

Technical Combat

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

Technical Combat

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

Technical Combat

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

Technical Combat

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)

Service Overview

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

Gamedev Infrastructure

todo  

Actionbars

Technical UI

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...

Boss 1

the Fall of the House of Usher

SettingThe players walk along a tarn towards the mansion of the lord of Usher. A void creature emerges from this tarn. The connection to the void is not full established, and so the fight is mostly about controlling adds that spawn. The goal is to not allow th...

Void Girl - Agatha

Class Design

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

Dedicated Server architecture

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

Dedicated Server architecture

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...

Overview

the Fall of the House of Usher

Bosses There should be 8-10 bosses per map, that are thematically relevant to the storyline. They should have different damage and healing profile requirements to incentivize players to change classes boss by boss, but changing should not be mandatory in norm...

Links

Radathon 20241005

Fall of the House of Usher - Overview Class Design Technical Documentation

Tasks

Radathon 20241005

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...