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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@@ -12,15 +12,10 @@ config_version=5
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config/name="Idles"
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config/version="0.0.1"
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run/main_scene="uid://dadeowsvaywpp"
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config/features=PackedStringArray("4.6", "Forward Plus")
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config/icon="res://icon.svg"
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[autoload]
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CurrencyDatabase="*res://core/currency_database.gd"
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GameState="*uid://d2j7tvlgxr2jp"
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PrestigeManager="*res://core/prestige/prestige_manager.gd"
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[display]
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window/size/viewport_width=1920
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