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KuraPanda

13
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1
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A member registered Jul 27, 2018

Recent community posts

Eh?  Do Lamia's have legs?  I thought they were snake bodies?

(3 edits)

Ah you're right.  I was only thinking of simple direct variables.  For cases where a variable loads from various things, it should be pretty much open for one line.  Then handle multi-line and nested dictionaries.

And nope, just blind-vision missed your pastebin originally.   I'll look at it in regex and test/add it in 19a, but given you are using the modding system and *tested* in the online regex already, I'm gonna say your version is the most robust and correct. =D

(6 edits)

Hmm... weird.  I thought I updated the regex handling vars for 0.5.19a.  Let's see... The non-Godot (for online regex testing) should be:
(var.*=\s)(([\{\[]([^\{\}]*[\r\n]*)*[\}\]])|([^\{\}\[\]\s]*))

Does that above expression do what you want?  The double-escaped version should be what is in the modpanel.gd file as that's what I have in my working copy?
What you have doesn't look right as it still has the '?', which allows for cases like var test = {...}[random other stuff] to work.

Edit01 : Oh, maybe your v19a was before I submitted changes, but the updated version is still v19a.

Edit02: Oh pastebin.  Ya that works too. =D

Hey Qin,

I think v19 is the first run of the new re-factored event system (that's mod friendly).  I'm pretty certain it isn't compatible with old saves.  Currently testing only the Hale sisters quest.  If there aren't egregious bugs we're gonna roll it out for all the existing official quests + mod guide.  Then we'll enable event modding from the mod folder after it all looks stable.

Sorry for the event bugs, but I didn't see a way to re-do the whole event system cleanly while maintaining compatibility with prior versions/old-save event triggers.

There will be continual updates with the event system across this version (v19) as I fix up and adjust stuff.  By v19d/e or v20 event system should be stable/good-to-mod.

I'll make a more official post for the event system after labor day weekend/monday.

Yup, json seems to be what Godot provides the most built-in support for.  Json is just the data storage format to separate code from data.  The data may be created within GDscript, a tool that writes to json, whatever.

I'm keeping an eye on when the event system re-factor I did hits public testing.  If it unpopular or has issues I want to take that into consideration for how I do races.  I re-did events entirely as you describe, however.  Classes, sub-classes, self-contained code within an event system that is separate from external code.  Internal changes don't break code, because events are accessed through defined public accessors.

I intend to do the same for races.  I don't want to complicate races too much, but from community suggestions/feedback I'm focusing on a few key issues. 

  • Dynamic color palettes - both modded and official races define 'default' colors for hair, eyes, parts, but those are extended at run-time based on portrait tags ("blue orcs"). 
  • Separating parts and colors better - leather wings, feathered wings, bone wings + color.  Not black_fuzzy_feather_wings.
  • Custom body parts - I'm considering some restrictions here rather than a  'bag of parts'.  Perhaps more arrays of part types.  So modders can put in eyes/sensory organs, limbs (arms/legs/universal?), etc.  Wings, tails, ears.  Sort of a Mr. Potato-head system.  I'm open to better ideas.
  • Biomes - Totally cribbin' off of DnD here, but I definitely intend to include biomes in the race definition so that exploration can auto-load new races in the future to the correct biomes without additional coder work.
  • Combat/Sex Function - This is something I feel is important, but I don't know how the community feels.  I'd like to 'tag' body parts with combat and sex functions.  That way two different races can both have 'tentacles', but one tentacle is a 'penetrator' and another tentacle is an 'orifice' or 'both'.  Same for having body parts modify 'combat'.

The game winding down does affect how willing I am to commit to extensive changes.  Similarly to you, I'm quite curious about future projects, because frankly... whipping up a new game base using Godot doesn't seem *that* hard.  It's my first time using Godot and for a turn-based style game it's more than adequately capable.  Godot's scripting and C# mono coding is way more accessible than directly coding an engine.

Oooh, interesting.  Domestication of species over time?  That's a whole  new route. 

I'm currently thinking of making half-kin just hybrid of two 'regular' races.  So human-beastkin hybrid or beastkin-slime hybrid = half-kin (human/beast) or something.  Something I'm still considering.

Thanks, the new event system is for entire sidequests - emily&tisha, cali, ayda, etc.  First step is to put the new system out and see if it bugs out for anyone.

Then anyone comfortable with looking at GDScript can see the event code all contained in one place instead of spread over random core game files.

The actual new sidequest/event modding would be done through basic human-readable  .json files.  I will officially add support for that to the modding folder *after* some live testing to make sure it's not horrendously breaking the game. =D

(2 edits)

Wow, epic post.  I agree with  what you said.  I'm chillin' in Mousekin's new discord, https://discord.gg/VXSx9Zk 
Can do light chat there or just direct message on discord.

I don't see a problem with adding new official races (there are quite a few already).  I'm looking to see if we can make 'races' more unique and meaningful with Maverick for the re-work.   Although the game uses specific races, it is likely that I would create major race species fitting with the game's current pattern - humans, beastkin,... insectoid, plantoid, slime-moid, dragon?, rodent (for mousekin)?

In these species groups would be specific 'races' - wolfkin, foxkin, etc.  Then they could interbreed giving us the half-breeds

Hey everyone,

I'm Kura, the new coder signed on to re-factor some of the game's original code.   Moddable sidequests (events) is coming.  Next up is re-factoring persons and races.  Since this is tied closely to existing races, moddable custom races, and portrait pack search/sort/filtering, I'd be happy to hear thoughts on what everyone would like to see?

Possible topics - sex parts? body parts? racial traits? stat modifications? abilities?

One thought so far:

  • Re-do available color options for default races - possibly dynamically add in skin tones/hair colors/etc based on portrait tags ?  Fuzzy matching and nearest-match is also possible.  Fuzzy as in 'blue' = [sky blue, cerulean, sapphire, ocean-blue, navy].  Nearest-match as in 'blue' is closest-match to [green, purple?].

Curious about the programming position.  Sent you an  e-mail.

I like the idea of the decent-sized pack.   Shark/mermen are nice to have.   Nereid = fishy tail is good enough for me.

0.5.15d

Info popups for 'race' and collapse/un-collapse 'descriptsettings' don't work in Player SelfLook Panel ('r') .  'Person' is nil or last slave inspected.  _on_info_meta_clicked in scripts/slave_tab.gd is accessing local var person = globals.slaves...current.slave instead of globals.player when needed.

'descriptsettings' doesn't seem to have an _on_selflookdescript_meta_clicked function for info pop ups.