systems rework: buffs, prestige graph, research, modular architecture
Decouples core systems from centralized globals in favor of catalogue-based architecture and data-driven content. Key changes: - Prestige: node-based buff tech tree, graph panel, progress bar - Research: multi-worker system, per-generator research, xp generation - Ascension: meta-currency layer via multi-currency prestige resets - Buffs: refactored as generator-independent via catalogues - UI: currency panel, edge-scrolling camera + zoom, current-goal panel - Alchemy Tower: crafting building with recipe/cost system - Testing: 7 test suites (ascension, prestige, research, goals) - Content: migrated from hardcoded idles/ to gym format (tiny_sword)
This commit was merged in pull request #1.
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docs/gyms/tiny_sword/currencies/wood.tres
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docs/gyms/tiny_sword/currencies/wood.tres
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[gd_resource type="Resource" script_class="Currency" format=3 uid="uid://bgsk8h4w80h45"]
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[ext_resource type="Texture2D" uid="uid://bovjusa7o0l1m" path="res://sandbox/tiny_swords/UI Elements/UI Elements/Icons/Icon_02.png" id="1_gm6cf"]
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[ext_resource type="Script" uid="uid://dtgqjf3bl7pm8" path="res://core/currency/currency.gd" id="2_jj4s4"]
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[resource]
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script = ExtResource("2_jj4s4")
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id = &"wood"
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display_name = "Wood"
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icon = ExtResource("1_gm6cf")
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