chukobyte / crescent Goto Github PK
View Code? Open in Web Editor NEWA fighting and beat em up game engine for windows, linux, and macos written in C and uses OpenGL.
License: MIT License
A fighting and beat em up game engine for windows, linux, and macos written in C and uses OpenGL.
License: MIT License
Come up with a name that is better than Roll Back Engine
. It doesn't need to be permanent.
Tracking issue for:
Update documentation with configuration, scene nodes, python scripting api, etc... Also rename some of the old 'roll back engine' references to the new name 'crescent engine'. Will complete more documentation within the second pass.
Setting up a basic two character fighting prototype. Overarching task to test out fighting game mechanics with the current state of the engine. Will generate more tasks to support the prototype.
Currently both the editor and the engine target compile the same .c
files, the editor should just be linking the engine to get the implementation though.
Add default engine font and have it accessible from the python api. When a text label is created dynamically with TextLabel.new()
, the default font will automatically be assigned to the label.
Adding the ability to handle multiple gamepad connect and disconnect events.
A new node type ColorSquare
should be created and useable by the python api.
Nodes will be able to get their parent by calling Node.get_parent()
.
Write rough design for prototype.
Create first iteration of the camera system. Should have a basic 2d camera with boundaries, viewport position, offset, and zoom
Needs to include:
Add health bars and timer.
First iteration of game export from the editor. Should generate a zip file of all the files needed to run the game project. The zip can contain flat files for this iteration.
Stuff like:
Add a simple play and stop button to start and stop the current project's game.
Rough version of light punch (already in), heavy punch, light kick, and heavy kick. Blocking should be included by holding back, can add in animations and response later. Lastly jumping should be tweaked.
Implement negative scaling to flip sprites, colliders, etc...
Will use the -d
flag to override the working directory in order to start projects from a different root directory. This will be needed by the editor.
Implement selection and modifications tools within the editor's scene view ui. This should include a 2D widget to the adjust the transforms of the selected nodes.
Should be able to view the scene tree within the scene outliner and details panel.
Should be able to load external scene nodes into a scene.
Overarching task to create a prototype game with the editor. This is to shake out bugs and usability issues with the editor. Should end with generating concrete tasks.
Will preview the current scene within the editor. Will add manipulation tools later.
glad
Python api should be able to pass coroutines to be ran at different stages. For now we just have process and physics process. This task is to learn for learning the updated python async api as well as beginning to use coroutines. The goal should be to create a first pass at a coroutine/task library within the prototype project that can run coroutines. Functionality can be moved into the c side as needed later on.
Overarching task to develop the foundations for the game engine. Should have rendering, input, animation, python scripting, and networking (udp) implemented.
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