Release Notes for v1.0.7.2
RPG in a Box » Devlog
Free Movement Updates:
- Added initial implementation of free melee attacking for the player character (left mouse button to attack at any time)
- Added ability to create custom collision shapes in the Voxel Editor for tiles and objects (using cubes and prisms, more to come)
- Added "Collision Override" option for objects in the Voxel Editor to allow use of the new collision shape functionality
- Added "Physics" tab to the gameplay section of the Game Configuration dialog for adjusting physics-related settings
- Added "Jumping" and "Vertical Velocity" settings to the "Physics" tab for toggling jumping and adjusting the vertical velocity for jumping
- Added "Sprinting" and "Speed Multiplier" settings to the "Physics" tab for toggling sprinting and adjusting the speed multiplier for sprinting
- Updated collision functionality so that NPCs can now trigger scripts assigned to an object's "Character Collides" event when touching the object
- Updated collision shapes for characters to be per animation frame and to be box-shaped for better collision detection
- Updated player movement functionality to trigger "Character Enters Tile" and "Character Exits Tile" scripts
- Updated player movement functionality so that hostile NPCs will now attempt to attack the player from adjacent tiles
- Updated player movement functionality to properly support the auto-hiding feature (i.e. hiding groups with the "-hide" suffix)
- Updated debug console so "self" will reference the entity within interaction range that the player is looking at while in first-person mode
- Fixed issue where "Character Interacts" scripts could not be triggered when assigned to objects configured as passable
- Fixed issue where damage/healing numbers were displaying at the center of the map instead of over top of the player character
- Fixed issue where the "player.direction" variable was not returning the proper cardinal direction when referenced in a script
- Fixed issue where maps could fail to load when they contained any passable objects configured as billboard sprites
- Fixed issue where "self" was not returning the player entity when used in the debug console with the cursor over the player character
- Fixed issue where the collision box for a player character with a smaller/larger default scale was not being created at the correct size
- Fixed issue where a player character with an empty model or consisting of only attachments would cause the game to not start
New Features/Changes:
- Added "Field of View" camera setting to the gameplay section of the Game Configuration dialog for adjusting the camera's field of view in degrees
- Added ability to customize the default player attack cooldown and the default NPC attack cooldown from the Combat Editor's general section
- Added ability to configure a custom "miss" sound effect in the Combat Editor (played whenever a character misses their attack)
- Added "Line Mode" setting for text fields to indicate whether it should behave as a single-line field (e.g. for player name entry) or a multi-line field
- Updated "Character Collides" event for object scripts so that NPCs can now trigger them upon entering the tile with that object (grid-based movement)
- Updated first-person mode to hide any objects attached to the player character if a view model is defined in the Game Configuration
- Updated first-person view model functionality to auto-attach an equipped item's object model to the view model if a matching attach point exists
- Removed old "Free Movement" setting from the experimental section of the Game Configuration dialog as it's now been replaced by the new system
Bug Fixes:
- Fixed issue where items could not be crafted in-game unless the recipe's ingredients/materials were in numerical order by item ID
- Fixed issue where the "Move Player" scripting function would no longer work properly and would instead display an error in the debug console
- Fixed issue where using the "Set Dialogue" function to change a spawned NPC's dialogue could affect other NPCs when both were using "Standard" behavior
- Fixed issue where modifying the "Triggerable by NPCs" script setting would affect other entities of the same type that had a default script when added to the map
- Fixed issue where character stats and skills were not being properly restored after loading a saved game (needs a new save to work)
- Fixed issue where widget text elements were incorrectly showing the placeholder expression after loading a saved game (needs a new save to work)
- Fixed issue where text fields that had been edited by the player were not being properly restored when loading a saved game (needs a new save to work)
- Fixed issue where certain widget elements could not be clicked on with the mouse after loading a saved game where the widget was visible when saved
- Fixed issue where mouse input was being interfered with in the editor when a widget in the active project contained a text field with scrollbars
- Fixed issue with the stairs in the house of the Default Example Game project template being positioned one voxel too high above the floor
Documentation:
- Updated "Import Resources" built-in docs to include info about dragging and dropping files onto the application window
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RPG in a Box
Bring your stories and ideas to life!
Status | Released |
Category | Tool |
Author | Justin Arnold |
Genre | Role Playing |
Tags | 3D, engine, Game engine, Godot, godot-engine, Turn-Based Combat, Voxel |
Languages | English |
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Comments
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Good stuff right here! TY Justin!
No problem! :D