Add design info to the repo, that seems useful. Mainly because I now have images in there that I want in the game.
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be986c1d26
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.gitignore
vendored
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.gitignore
vendored
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SConstruct
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SConstruct
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import os
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import os
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import sys
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import sys
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env = SConscript("godot-cpp/SConstruct")
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env = SConscript("/home/wisknort/tinker/godot-cpp/SConstruct")
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# For reference:
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# For reference:
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# - CCFLAGS are compilation flags shared between C and C++
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# - CCFLAGS are compilation flags shared between C and C++
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build_scons.sh
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build_scons.sh
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design/char_top.svg
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design/char_top.svg
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<!-- Created with Inkscape (http://www.inkscape.org/) -->
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<!-- Fixed by Zergling_man -->
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<!-- This has not a single shred of inkscape left in it tbh-->
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<svg
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width="100mm"
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height="100mm"
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viewBox="0 0 100 100"
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version="1.1"
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xmlns:xlink="http://www.w3.org/1999/xlink"
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xmlns="http://www.w3.org/2000/svg"
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xmlns:svg="http://www.w3.org/2000/svg">
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<rect id="shoulders" x="40" y="10" width="20" height="80" fill="#883311" rx="10" ry="80" />
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<defs>
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<linearGradient id="head_colour">
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<stop style="stop-color:#888888;stop-opacity:1;" offset="0" />
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<stop style="stop-color:#222222;stop-opacity:1;" offset="1" />
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</linearGradient>
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<radialGradient xlink:href="#head_colour" id="head_fill"
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cx="50" cy="50" fx="50" fy="50" r="25" gradientUnits="userSpaceOnUse" />
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</defs>
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<mask id="hair_mask">
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<rect x="0" y="30" width="50" height="40" fill="white" />
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</mask>
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<circle id="hair" cx="50" cy="50" r="30" style="fill:#dddd00" mask="url(#hair_mask)" />
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<circle id="head" cx="50" cy="50" r="25" style="fill:url(#head_fill)" />
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</svg>
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After Width: | Height: | Size: 1.1 KiB |
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design/chars
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design/chars
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Origins:
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Hokkaido: ., Wakkanai (best girl): Small-town
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Tohoku: Aomori, Aomori (ofc): Farmer
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Kanto: Tokyo, Ikebukuro: Metro
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Chubu: Shizuoka, Yaizu: Suburban
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Kansai: Nara: Empath (animal)
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Chugoku: Okayama: Salaryman
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Shikoku: Tokushima, Awa: Farmer
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Kyushu: Okinawa: Stereotype
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Australia: Tasmania, Bridgewater: Bogan
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Germany: Nurnberg: Stereotype
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Russia: Okha: Stereotype
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England: Birmingham: Stereotype
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CH
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Warrior, Paladin
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M veteran (warrior)
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F kuudere (paladin)
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CL
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Engineer, Pyromancer
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M psycho (pyro)
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F
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CM
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Hunter, Rogue
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M
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F
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HL
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Healer, Medic
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M
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F cute (healer)
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HM
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Servant, Acrobat, Botanist
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M
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F
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LM
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Explorer, Spelunker
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M
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F
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BIN
design/chars.kra
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BIN
design/chars.kra
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BIN
design/chars.kra~
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design/chars.kra~
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design/combat_health
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design/combat_health
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Combat/health: Warrior
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Melee: Fists
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Melee weapons: Axe, sword, spear
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Spear has large reach
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Sword can stab (ignore block)
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Axe hits harder
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Armour
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Head, torso, legs, arms
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Torso gives general protection
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Head prevents concussion
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Arms and legs prevent broken limbs
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Carries pills that buff health temporarily
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Also negates half the effects of broken limbs/concussions
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Losing buff cannot kill a player
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Weapons and armour have durability and must be remade every so often.
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Combat/health: Paladin
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Melee: Hammer
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Mending magic
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Healing magic is less powerful than most
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Smite magic, anti-undead
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Also a big sword, generates a lot of aggro
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Also a shield
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Has to worry about mana, more of a tank-style; recharges slowly but he can cast a lot in a burst
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Reliant on mana potions
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Weapons and armour have durability and must be remade every so often.
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design/combat_light
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design/combat_light
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Combat/light: Engineer
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Melee: Spanner
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Crafts items
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Disarms traps
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Operates mechanics
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Can make and use guns (very limited)
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REMAKE ABOVE
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Combat/light: Pyromancer
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Melee: Blast glove
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Can light flame on his head, small light radius
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Can shoot fireballs, small physical damage, small light radius while travelling, ignites targets
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Can shoot flamethrower, short-range, high fire damage, basically melts all organic units
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Has to worry about mana but it recharges reasonably fast while resting
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design/combat_movement
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design/combat_movement
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Combat/movement: Hunter
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Melee: Knife
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Knife for cutting up dead things
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Bow & arrows
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Arrows are limited
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Arrows can have rope or oil
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Applied on shot and requires appropriate material
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Both can be lit on fire
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MERGE BELOW INTO ABOVE
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Combat/movement: Rogue
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Melee: Dagger
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Can climb along small ledges and ropes, etc.; large balance radius
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Good at sneaking around and killing enemies; silent takedowns don't generate aggro from other enemies
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design/gen
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design/gen
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Each combination of two roles has two classes. Male/female for each (locked characters).
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Roles:
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Combat
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Fighting (organic) <-> Fighting (undead)
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DPSing <-> CCing
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Health (aka recovery)
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Healing
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Curing (injuries)
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Cooking
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Gathering
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Carving
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Light
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Lighting
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Searching
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Warding
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Movement
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Balancing
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Grappling
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Squeezing
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Climbing
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Stuff about injuries:
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Unable to use a broken arm (both broken = no fighting), slows many activities down, and outright prevents some. Both broken prevents a lot of things.
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Unable to walk on a broken leg (one broken = 50% move speed)
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Concussions can knock you right out, if dealt with a heavy blow. If not, then it dazes you, and you stumble around a bit for a few seconds. Then it gets a lot better, but you still risk stuff by being concussed.
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Dungeons should be randomly generated. Each room should have several ways of getting through it, but some should be easier than others (figuring out which generally requires strong lighting to observe the whole room).
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Most rooms have a treasure chest. Getting it is significantly harder than bypassing it, but it yields very good rewards (it should be enough to outright replace a role, if you collect every chest)
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Other things you can collect:
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Metal (various)
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Oil
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Water (restores mana)
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Berries/mushrooms
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Ropes
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design/health_light
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design/health_light
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Light/health: Healer
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Melee: Backpack
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Bandages, general curing
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Cures injuries
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Can cure himself of:
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General damage
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Broken leg
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Others can cure him of:
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Broken arm
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Anyone can cure a concussion, but Healer does it faster
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Can make campfires
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Lights a reasonable distance
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Can cook meat and bake bread on it
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MERGE ABOVE INTO BELOW
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Light/health: Medic
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Melee: Backpack
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Carries rations for passive healing
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Carries medkit for splinting
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Carries torches, can place them on anchor points (even if they're used by grappling hook)
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Carries mana potions
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Resupplies very slowly over time
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design/health_movement
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design/health_movement
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Health/movement: Servant
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Melee: Kick
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Can prepare cool beverages out of almost anything
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Needs water, which he can collect from streams
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Combined with berries and herbs, also serves as food
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Can climb, slide, balance (himself and items)
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MERGE ABOVE INTO BELOW
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Health/movement: Acrobat
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Melee: Kick
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Large balance radius
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Can splint people at anchor points, fixing fractures
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Can steal food from dead organic enemies
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Health/movement: Botanist
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Melee: Whip
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PLANTS
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FLOWERS
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AND DRINKS
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design/light_movement
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design/light_movement
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Light/movement: Explorer
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Melee: Torch
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Torches
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Can mount on walls
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Can light things
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Grappling hook
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Map
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MERGE ABOVE INTO BELOW
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Light/movement: Spelunker
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Has a grappling hook, can attach to anywhere at large radius, and travel across. If he anchors the rope on an anchor point, anyone can cross on it
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Grappling hook can be retrieved by him from any point along it, only from hook by others, they can throw it back to him (large radius)
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Has a lantern, small passive light radius, large light radius while held
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Medium balance radius
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BIN
design/mockup.kra
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BIN
design/mockup.kra
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globals.gd
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globals.gd
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globals.gd.uid
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globals.gd.uid
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icon.svg
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icon.svg
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Before Width: | Height: | Size: 994 B After Width: | Height: | Size: 994 B |
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icon.svg.import
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icon.svg.import
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lobby.gd.uid
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lobby.gd.uid
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menu.gd.uid
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menu.gd.uid
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player.tscn
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player.tscn
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project.godot
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project.godot
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src/controller.cpp
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src/controller.cpp
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src/controller.h
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src/controller.h
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src/example.cpp.no
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src/example.cpp.no
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src/example.h.no
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src/example.h.no
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src/game.cpp
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src/game.cpp
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src/game.h
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src/game.h
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src/kyara.cpp
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src/kyara.cpp
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src/kyara.h
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src/kyara.h
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src/nodespawner.cpp.no
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src/nodespawner.cpp.no
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src/nodespawner.h.no
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src/nodespawner.h.no
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src/register_types.cpp
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src/register_types.cpp
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src/register_types.h
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src/register_types.h
Normal file → Executable file
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