NPC can
- follow the player within a range
- walk around towards random destination
Aggressive NPC can
- detect player and enemy
- chase them
- trigger CombatEvent
- Display their dialog
- wait 5s before retargeting someone
Player can
- choose answer in dialog
- move around
Collision works thanks to bevy_retrograde
Press o to see the grateful future
2023-01-17.19-19-37.mp4
- NPC will Avoid collider
- Pathfind ?
- Fly Strategy ?
- NPC will have some personnality
- Implement landmark/place
- Combat system
- Dialog (in this github repo)
- Talk
- Trigger Event
- Fight (in this github repo)
- Placement
- UI
- Combat Phases
- Dialog (in this github repo)
graph
Observation-->ManageStuff;
ManageStuff-->Observation;
Observation-->Skills;
Skills-->Observation;
Skills-->Target;
Target-->Skills;
Target-->RollInitiative;
RollInitiative-->Target;
RollInitiative-->ExecuteSkills-->RollInitiative;
ExecuteSkills-->Observation;
- Cinematics and story
- Menu
Release's format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
This project also follows to A successful Git branching model.
From now on, all my repertories using music and images that change frequently will have a special folder in our organisation's cloud. To avoid using the git storage for such maters. In fact, storing an image in git means that if a single pixel changes, git will completely save the previous image and the next image. Which turns out to be a complete waste of energy in my case.
SO, to have the assets of the last commit, please download this folder: Download Assets
To find previous assets, they will be indicated in the given database.
This project is free, open source and permissively licensed!
All code in this repository is dual-licensed under either:
- MIT License (LICENSE-MIT or http://opensource.org/licenses/MIT)
- Apache License, Version 2.0 (LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
See the very good reasons for including both here.