brave-frontier-godot
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Data entry for Units, Dungeons, Stages, etc.
I'm pleased to say that the project is almost ready to start inputting real data!
I have a few small things to fix (likely add enums for certain unit properties) but we now need real data to test against. Currently, you can create an account and select a starter unit. The starter unit and Burny/Sparky are also added to your account. When you select an account, you can load the first level in Mistral and it will show your team. The levels are functional, but they have mock data. and no real enemy code yet. The only "real" level is the beginning cutscene for the tutorial.
My goal is to implement the game through Mistral and then evaluate if it is worth continuing. This means we will need the below data entered:
- All units that appear in Mistral
- All Dungeons in Mistral (prairie, fire caves,...)
- All stages in Mistral (accurate enemies, spawn rates can vary)
- Implement mimics? If you don't have data for these areas, this Youtube Playlist can help.
Hello aMytho !
If you're still looking for someone to do the research, I can try to fetch some units and merge them into your project.
To be clear :
- Do we need to place them under Units/Res folder based on the unit list https://bravefrontierglobal.fandom.com/wiki/Unit_List ? Or do you need them and you will place them yourself ?
- If yes before, do you need us to separate the sprite ? (like for unit 49 or 5)
- Still if yes before, do you need us to try and separate the sprite of unit already in their that don't have the separated sprites ? (like for unit 1 or 9)
- If yes before, do you need us to separate the sprite ? (like for unit 49 or 5)
- Same first question as unit but for dungeon and stages, should we put them somewhere precise ? And if yes, where ? Under the Battle folder ?
Thanks for your answers and for your work so far ! I just discover Godot Engine but I hope I can help you in this project in any way !
Have a Good Day/Night !
Hello!
If you would like to add units that would be helpful.
Units can be placed in Units/res/ID
folders. In Godot, create a new resource with a type of Unit
. (Right click the new folder, new -> Resource -> Unit), The ID is the unit ID, not the data ID. Most of the info you need should be on the wiki.
- There is also this resource (large DB of dungeons, areas, zones, units, etc.) For assets, you can download this zip archive (use mirror link). Its rather large, but has a ton of assets of nearly everything from the series. Even if you don't do anything with this project, it may be fun to look through 😄.
I'm not entirely sure on sprites. From what I can gather, some spritesheets are made of several parts. For example, Vargas has his own sprites with different states (idle, attack, etc) and his sword with its own states. Its all in the same file, but it isn't physically connected to him. I'm not sure how to address this problem yet. Other sprites are linked together (Selena), but still have some separate parts.
- At the moment, I've been adding the thumbnail, full sprite, battle thumbnail, and spritesheet. One someone has a better idea on how to proceed we can adjust accordingly. Godot probably has a solution for this.
For dungeons, I created a resource/file structure. The Area is the map you seen in game. It contains Dungeons (selectable areas on the map). Each dungeon has an assets folder (music, boss theme, and dungeon background), dialogue (this system is on hold due to a godot bug), and Zones (the playable areas in the level select). Each zone has stages (each individual fight). Look at Area/Areas
for an example of this. Its a little complicated, but should allow for a lot of re-usability.
I'm also new to Godot which is why I started this project. Its a fun way to learn a neat tool. I have two other projects which have taken up a lot of my time lately but I'll try to work more on this soon. If you have questions let me know.
So yeah, for ID, i can base myself on the wiki ! I'll try to do some characters first. And i'll try doing them dungeon by dungeon. I'll ping you in a pull request when it'll be available !
i'll add another comms for anyone who want to join and help : we can get every monsters that appear in mistral here ==> https://bravefrontierglobal.fandom.com/wiki/Mistral We might have to use the https://www.youtube.com/playlist?list=PLsnvewLtPGlMPw6yLtfaq-5pD6LRCO-Ib to get every stage placement tho
@aMytho Other question : while looking at stat of a character, we have the type of one (like Oracle, Lord or Rex). What do we do about those ? Do we let them aside until a base is set ?
The current units use the base stats. When we eventually add fusion and evolution, we can look at other types.
The youtube playlist is a good resource. I forgot to mention that the wiki is missing some data, but for now it should be enough.
I might look into adding enums for some character stats (element, gender, type, etc).
@aMytho 2 pull request are ready for units of Mistral- "Adventurer's prairie" and "Cave of Flame". https://github.com/aMytho/brave-frontier-godot/pull/5 https://github.com/aMytho/brave-frontier-godot/pull/7 I let you review it. I don't know if I should do more units or wait until the battle mode is OK for those 2 places, so tell me if you need anything !
We should probably add the next few dungeons. We can leave the dialogue out until we move to godot 4.1.x
@aMytho I can take this issue and add the rest of the Mistral unit during tomorrow + after-tomorrow.
Hello @aMytho, Can you create a mistral-dungeon branch ? I'll use this branch to add all the dungeons + units to not touch the main branch directly everything is in. Thank and have a good Day/Night !
I'll do that.
https://github.com/aMytho/brave-frontier-godot/tree/mistral-dungeons
Any reason you don't want to merge it with main
? I was assuming we would have our "real" levels and have a hidden, "dev playground" for testing/dev purposes, similar to what we have now. We could make it only show during development.
When you add the stages to the zones, make sure each is "unique". Otherwise the unit's stats are not properly cleared and it can cause weird issues.
The reason is, we would separate "in development" feature from the main branch. So we can focus one branch for a global or specific feature which would take a lot of update.
Like for this Issue, we would have a lot to update for every available and stage/zone. So we can do somes commits for one stage, push it to the mistral-dungeon and do another PR for another stage/zone.
This lead to be able to dev on the same big feature but also correct all the problem/missing part of a code before pushing it to main, so people developping wouldn't have a bug in their environnement for dev.
This is my point of view, maybe you don't see it like that and feel we can merge it to Main after each stage/zone.
For the tip, i'll remember it and use it !
That makes sense, we can do it that way.
My initial thought was that we would add it dungeon by dungeon. Since adding dungeons/zones/stages is mostly isolated from the project, there wouldn't be any issues with merging an addition to main. This way is fine though 👍