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feat: new npc portraits
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snorreks committed Jan 9, 2025
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4 changes: 4 additions & 0 deletions docs/notes.md
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Pixel Art Modular RPG Characters: https://edermunizz.itch.io/pixel-art-modular-rpg-characters

Maybe use https://www.eidolonai.com/ for better AI management?

or host https://firebase.google.com/docs/genkit
2 changes: 2 additions & 0 deletions game/.vscode/settings.json
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"chestplate",
"clampi",
"elif",
"NPCS",
"onready",
"randf",
"roundi",
"tilemap",
"tscn",
"webp",
"wrapi"
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}
44 changes: 22 additions & 22 deletions game/TODO.md
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## 1. Inventory System
- **Design Phase:**
- Define the inventory data structure:
- Item attributes (ID, name, description, weight, category, etc.)
- Inventory limits (max items, max weight)
- Item attributes (ID, name, description, weight, category, etc.)
- Inventory limits (max items, max weight)
- Determine interactions with other systems (e.g., purchasing, looting)
- **Implementation Phase:**
- Develop functions for inventory operations:
- Add item
- Remove item
- Update item quantity
- Check item availability
- Add item
- Remove item
- Update item quantity
- Check item availability
- Implement inventory persistence (save/load state)
- **UI Development:**
- Design and implement the inventory interface:
- List view of items
- Detailed item view
- Inventory management (add/remove/update items)
- List view of items
- Detailed item view
- Inventory management (add/remove/update items)
- **Integration:**
- Ensure inventory updates when items are picked up or used
- Interface with the shop system for buying/selling items

## 2. Quest System
- **Design Phase:**
- Define the quest data structure:
- Quest attributes (ID, title, description, status, objectives, rewards)
- Quest attributes (ID, title, description, status, objectives, rewards)
- Map out quest dependencies and triggers
- **Implementation Phase:**
- Develop quest management functions:
- Start quest
- Update quest status
- Complete quest and grant rewards
- Start quest
- Update quest status
- Complete quest and grant rewards
- Implement quest tracking and persistence
- **UI Development:**
- Design and implement the quest log interface:
- List of active and completed quests
- Quest details and progress
- List of active and completed quests
- Quest details and progress
- **Integration:**
- Connect quest updates to relevant game events (e.g., objective completion, NPC interactions)

## 3. Turn-Based Battle System
- **Design Phase:**
- Define the battle data structure:
- Participant attributes (health, mana, strength, etc.)
- Turn order logic
- Action types (attack, defend, special ability)
- Participant attributes (health, mana, strength, etc.)
- Turn order logic
- Action types (attack, defend, special ability)
- Plan battle scenarios and enemy AI behaviors
- **Implementation Phase:**
- Develop battle mechanics:
- Calculate damage and effects based on player and enemy stats
- Implement turn order and action selection
- Calculate damage and effects based on player and enemy stats
- Implement turn order and action selection
- Create AI for enemies
- **UI Development:**
- Design and implement battle interface:
- Display participant stats
- Show available actions and turn order
- Display participant stats
- Show available actions and turn order
- **Integration:**
- Ensure battle outcomes affect player status and game state (e.g., health, experience)

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4 changes: 4 additions & 0 deletions game/core/api/text_to_speach/base.gd
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Expand Up @@ -25,3 +25,7 @@ func text_to_speach(_request: CallBasicRequestModel) -> CallBasicResponseModel:

func handle_text_chunk_added(_text: String) -> void:
assert(false, "Not implemented")


func set_current_voice_type(_voice_type: Enum.VoiceType) -> void:
assert(false, "Not implemented")
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