This is a clone of the GameBoy Advance Fire Emblem games written for Godot. This is purely for educational purposes to learn how to code using A* algorithms, building UIs and creating simple artificial intelligence.
Installation
Download/pull the code locally and scan the project using GoDot. Simply hit run after
How you can help
Take a look at any of the bugs below or anything in the to do list. If you wish to collaborate, send me a message.
To do list
Finish movement algorithm optimized algorithm
Implement enemies -> Aggresive and Passive AI working with ranged attacks as well, Tweek unit selection slightly and add in healers, patrol guards and random (for monsters)
Optimize/clean up code -> Started, UI screens could be reparented with OOP
Combat Scripts -> Damage formulas written -> 90% done, test magic out last
Level transitions -> Shaders built, just need to implement | Completed with world map and chapter in betweens
Unit UI stats screen Done, just need it to be nicer but this can be polished
Inventory -> Started, add swaping of position, Need to add enabling of weapons allowed
Trade function Completed, all units can trade with each other
Convoy Function -> Complete
~~Dialogue System -> 90% done, need some tweeks, would like to parse ~~ -> All done
Level up and stats system
Items database -> Items template built, added more weapons, added magic and ranged weapons, added bows doing triple damage to flyers.
End turn menu -> Menu built, end turn option added, rest needs to be build up Update -> added status screen
Save/Load function -> Complete Add to save/load as needed
Action Select Function -> Menu built, options need to be built, wait has been added, Added trade and heal All done
Add Game over and Intro Screen -> Complete and tested. Just add options and loading to this next
Bugs to fix
Trade screen -> When you are the last unit and you trade, the next phase starts due to the turn manager constantly checking every frame. This will need to be changed. Fixed this by adding extra state for units
Level up screen -> When a unit level ups, if the enemy/ally is not dead and still alive, it has more prority on the z index over the screen overlay. We will need to hide the units when this is the case. Fixed by increasing Z-Index
Bad sorting function? -> I keep getting this error and I'm not sure why. Check in with the custom sort function on the Priority queue Updated Godot from 3.1.1 to 3.1.2 fixed this issue
Node already idle process? -> This error pops up once in a while and doesn't do anything but I've noticed that some units will have their animation speed way too fast or some animations just won't start on the UI when this shows up. Not 100% sure why this is hapenning but not a mission critical bug to be honest. Updated Godot from 3.1.1 to 3.1.2 fixed this issue
UI Bugs -> A few things are misaligned and other polish can be done.
Memory Leak -> Need to check if the game is running away with ram. None so far with the editor but I feel like cleanup on exit could be done better.
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