Rebuild an unraveling world
Showing 30 of 93 opportunities to contribute from the last 13 days
AI Summary: This issue requests the addition of new hairstyles to the character randomizer in the Threadbare game. The goal is to increase the variety of NPC appearances by introducing new styles, potentially including long hairstyles like buns and ponytails, and a receded hairline. The implementation involves creating new sprite sheets and SpriteFrames, and integrating them into the existing randomizer system.
Rebuild an unraveling world
AI Summary: This issue requests the addition of a new head shape to the character randomizer in the Threadbare game. The process involves creating the new head in Aseprite, exporting it as a spritesheet, and then integrating it into the game's SpriteFrames and character randomization logic.
Rebuild an unraveling world
AI Summary: This issue proposes enhancing the visual appeal of collectible threads in the game. Currently, threads lack idle animations and visual cues, unlike powerups and coins, making them less enticing to players. The goal is to add similar "collect me!" effects or idle animations to make threads more visually prominent and encourage collection.
Rebuild an unraveling world
Rebuild an unraveling world
AI Summary: This issue requests the creation of a new island in the game's development environment to demonstrate the functionality of doors and levers. This demo island will serve as a visual aid and testing ground for implementing these game mechanics, particularly for related tasks like issue #2154.
Rebuild an unraveling world
Rebuild an unraveling world
AI Summary: Townies in the retelling cutscene are walking too slowly, making the scene feel drawn out. The issue stems from their randomized walk speed being set too low, potentially between 100-200 px/s. The proposed solution is to increase this range to 200-300 px/s to better match player movement speeds and improve the cutscene's pacing.
Rebuild an unraveling world
AI Summary: The first spawn point in the tutorial stealth level is not safe, as the player can be detected by a guard immediately after respawning. This makes the tutorial unfair and frustrating. The issue suggests either repositioning the spawn point or adjusting the guard's patrol path to ensure player safety upon respawn.
Rebuild an unraveling world
Rebuild an unraveling world
AI Summary: The Eternal Loom animation currently plays a fixed sequence of three threads flying into the loom. This animation needs to be updated to dynamically reflect the actual threads collected from quests, as the number and order of threads are no longer fixed. Additionally, the team wants to remove the thread-color-based modulation of the loom during the animation.
Rebuild an unraveling world
Rebuild an unraveling world
Rebuild an unraveling world
Rebuild an unraveling world
Rebuild an unraveling world
AI Summary: This issue requests to restyle the default Godot theme checkboxes to match the existing flat, hand-drawn aesthetic of the user interface. The goal is to improve visual consistency and user experience by ensuring all UI elements have a unified look and feel.
Rebuild an unraveling world
AI Summary: The FragileBarrel in the game continues to have collision enabled even after it is visually broken and shattered. This causes it to incorrectly collide with the player and ink blobs, which should not happen once the barrel is destroyed. The fix involves disabling the barrel's collision after its breaking animation completes.
Rebuild an unraveling world
Rebuild an unraveling world
AI Summary: This issue requests the addition of a new clothing style or body shape to the character randomizer in the Threadbare game. The process involves modifying the Aseprite file to add a new body layer, exporting the updated spritesheet, creating a corresponding SpriteFrames resource, and updating the character randomizer configuration.
Rebuild an unraveling world
AI Summary: The credits screen in the application is not expanding vertically to fill the entire screen height when the screen's aspect ratio is taller than 16:9. This issue requires adjusting the control hierarchy to ensure the scrollable area correctly adapts to different screen dimensions.
Rebuild an unraveling world
Rebuild an unraveling world
Rebuild an unraveling world
AI Summary: The root node of the 'stealth_level.tscn' scene has Y-Sort enabled, causing issues where characters and props are incorrectly sorted below TileMap layers when the scene extends upwards. The proposed solution involves disabling Y-Sort on the root, introducing a new parent Node2D for ground elements with Y-Sort enabled, and further organizing these elements into named Node2D groups.
Rebuild an unraveling world
AI Summary: The StoryWeaver character can get stuck in Dev Archipelago if they walk behind a townie NPC, between the NPC and nearby resource nodes. This issue requires adjusting the placement of the townie or resource nodes, or adding new decorative elements, to create sufficient space for the StoryWeaver to navigate freely.
Rebuild an unraveling world
Rebuild an unraveling world
Rebuild an unraveling world
AI Summary: This issue proposes adding a sound effect to the checkpoint activation in the game. The current activation is only visual, and the goal is to introduce a positive audible cue to reinforce the idea that the checkpoint character is helpful.
Rebuild an unraveling world
AI Summary: The `CommandTemplate` instances for built-in commands in the game console are not being properly freed after use. This leads to memory leaks, as these `Node` instances remain in the `ObjectDB` for the entire process lifetime. The issue stems from `_load_commands_from_directory` not parenting or freeing these templates, causing them to be orphaned.
An Godot addon for an ingame developer console
AI Summary: This issue proposes updating GitHub Actions workflows to enhance security by limiting permissions. Specifically, it suggests setting `contents: write` for `godot.yml` to allow release creation and `contents: read` for `upload_rust.yml` for read-only access, aligning with security compliance.
RPG game action-adventure MMO built with Godot, Rust, and Zig.
Also browsing: Python , TypeScript , JavaScript