Release Notes for v1.0.7.3
RPG in a Box » Devlog
Free Movement Updates:
- Added initial support for hitscan ranged weapons to free movement (instant/direct damage weapons, with projectile weapons coming later)
- Added "sprint" as a predefined animation name that will automatically play whenever the player character is sprinting
- Added "Fire Mode" option to the Combat Editor to set the default method by which the player's attacks can be triggered (single vs. automatic)
- Added "Fire Mode" option to the Item Editor to set the method by which a weapon item can be triggered when used (single vs. automatic)
- Added "Collision Override" option for characters in the Voxel Editor to allow use of the new collision shape functionality
- Added "Collision Debugging" setting to the "Quick Play" section of the Editor Settings dialog for displaying collision shapes in-game
- Added support for "player.direction" to allow setting of the player character's direction via script (e.g. player.direction = NORTH)
- Added button to the Voxel Editor toolbar for toggling the display of collision shapes when the model is using a custom collision override
- Updated camera smoothing in third-person free movement to be snappier when tracking the player character's movements
- Fixed issue where the player character would walk in place if holding multiple movement keys at once that should cancel each other out
- Fixed issue where the attack animation override for a weapon wasn't being applied unless the player was directly attacking an enemy
- Fixed issue where collision wasn't being properly created for characters added via enemy spawns or the "Add Character" scripting function
- Fixed issue where characters configured as passable were colliding with the player character instead of letting them pass through
- Fixed issue where the mouse cursor was not being hidden after opening and then closing the pause menu while in first-person mode
- Fixed issue with the "jump" debug console command no longer working and changed the expected velocity value to be in voxels/second to match the editor
New Features/Changes:
- Added "Attack Cooldown" setting to the Voxel Editor for customizing the cooldown per character ("Default" uses the global cooldown configured in the Combat Editor)
- Added "Attack Cooldown" setting to the Item Editor for customizing the cooldown of a specific weapon item (can use global default, character default, or custom value)
- Added "Object Model (View Model)" setting to the Item Editor for specifying the object to attach to the view model (if present) when the item is equipped
- Added "Spawn Script" setting for enemy spawns in the Combat Editor that's triggered whenever an enemy is generated ("self" will contain a reference to the character)
- Added "On Open Script" setting for item containers that will run before the container UI is displayed to the player (available on the Entity Properties tab)
- Added "When Player Collides" behavior setting for NPCs that's triggered when the player collides with the NPC (with initial option to run a script)
- Added ability to customize the font and font size for widget titlebars (available on the Widget Properties tab below the "Titlebar Text" setting)
- Updated model animation functionality to automatically play the same animation for any objects attached to that model when one is triggered
Bug Fixes:
- Fixed issue where equipment objects were not being attached to the first-person view model when equipped via the "Equip Item" scripting function
- Fixed issue where attached objects would sometimes display in the wrong position when an animation was played for the attachment or certain offsets were used
- Fixed issue where the default scale for billboard sprite characters was not being applied when spawned via enemy spawns or the "Add Character" scripting function
- Fixed issue where the default scale for billboard sprite objects was not being applied when added via the "Add Object" scripting function
- Fixed issue where the built-in player health bar was not displaying the correct value after loading a saved game where their health had changed
- Fixed issue where enemy health bars would sometimes reappear at incorrect locations after damaging the enemies then dying and restarting the game
- Fixed issue where enemy health bars would not display when returning to a map with previously damaged enemies until one was damaged again
- Fixed issue where hitboxes for billboard sprites were not being adjusted to the correct size when using a scale other than the default
- Fixed issue where the details for a loot drop item would sometimes not display after deleting an item from the loot drop in the Combat Editor
- Fixed issue where the currency amount wouldn't display on the default inventory widget when using a custom name for the base currency
- Fixed issue where the base currency would be missing from the list after clearing out a previously assigned custom name for the base currency
- Fixed issue where some settings were being inadvertently changed when switching between behavior presets in the Game Configuration dialog
- Fixed issue where the "Collision Shapes" section would sometimes not display when using the "Custom" collision override option for objects in the Voxel Editor
- Fixed issue where the settings area for collision shapes would incorrectly stay visible after changing the collision override option from "Custom" to another option
- Fixed issue where the collision shape color box was not updating for the currently opened object after changing the default collision color (if using default)
- Fixed issue where modifying editor settings when a model was open that used custom collision without any shapes defined could cause an error in the console window
- Fixed issue where mouse input from certain widget elements could potentially interfere with other UI elements (e.g. inadvertently progressing dialogue)
- Fixed issue where the player was unable to move up and down (i.e. only left or right) when the management screen was disabled and their inventory was open
- Fixed issue where the player was inadvertently able to move left and right and interact with objects/characters via spacebar while the management screen was open
- Fixed issue where signal errors would sometimes display in the console window if an enemy was damaged multiple times in a row in quick succession
- Fixed issue where the "Wait" scripting function was inadvertently displaying twice in the list of available functions in the Script Editor
- Fixed issue with missing localization text for the skill slot description that's displayed when selecting the skill slot element on the Widget Tools tab
Documentation:
- Added initial version of built-in docs for the "Add Waypoint" scripting function and fixed issue with its link incorrectly opening "Add To Group"
- Updated "Give Item" and "Remove Item" built-in docs to include info about the optional parameter for specifying the target character
- Updated "NPC Behavior" built-in docs to include the new "collide_with_player" setting that's triggered when the player collides with an NPC
- Fixed issue with missing localization text for the "Pushing" topic that's displayed in the main index list of the documentation viewer
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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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