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Use the make_default_room() function to lookup and append "random" rooms and items to a speclist. Given a bucket string, load the respective roomspec hash with all the allowed rooms and items and sele…
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- Our initial sprint uncovered the fact that it isn't entirely clear what we should be working on, and what the other teams working on.
- These teams include: rpg-npc (us), npc, rpg-battle, rpg-play…
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We will develop a design (high-level module plans) for random-room and open-world generation. We need to ensure our general design fits within and correctly uses room/item data structures and understa…
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Research the attribute documentation from game-state and see how it will be applied to items that will be used for exit/entry (i.e. doors). Implement a fixed "valid_exit" attribute to items placed in…
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**Issue description:**
Some doc images are not compatible with dark mode.
**URL to the documentation page:**
Two pages I randomly selected.
https://docs.godotengine.org/en/stable/development/cpp…
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Another npc independent feature that we will focus upon is the ability of npcs to freely navigate the world on their own. This will be dependent on the npc module created by the npc team. This will re…
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Name: Eddy
team: rpg-worldwide
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Is there a dependency of some sort? I saw a reference to "ore dictionary" but I don't know what that is and a search didn't turn up any mods by that name. I'm assuming that's a forge thing. In any …
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Hello there! Very nice tutorial, but I'm getting a fatal error on running from a `Launch Client (.NET)` option on windows. Not very descriptive error, so I'm not exactly sure where is it coming from.
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Set up meetings with other teams to discuss dependencies and opportunities for collaboration. Talk about how battle systems interface with other modules. Document our findings in the wiki. We hope to …