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This is unofficial Escoria-Reloaded repository. New devs will be committed here until it's advanced enough to go official at godotengine/escoria.

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Escoria Rewrite

Libre framework for the creation of point-and-click adventure games with the MIT-licensed multi-platform game engine Godot Engine.

It is designed so that you can claim it for yourself and modify it to match the needs of your specific game and team.

This repository is big rewrite of the original Escoria framework. Its purpose is to make Escoria work as a plugin for the Godot Engine editor, instead of being a collection of scripts and scenes. It is intended to be easier to use and easier to maintain.

If you're encountering issues or incompatibilities, please raise an issue on Escoria's Github repository.

History

This framework was initially developed for the adventure game The Interactive Adventures of Dog Mendonça and Pizzaboy® and later streamlined for broader usages and open sourced as promised to the backers of the Dog Mendonça Kickstarter campaign.

Because of maintainability issues and to make the framework easier for new developers and bring it closer to Godot's standards, the framework was completely rewritten and optimized.

Authors

In alphabetical order:

  • ArturM
  • Sylvain Beucler - beuc
  • Fleskevor
  • Ariel Manzur - punto (original author)
  • Julian Murgia - @StraToN
  • Dennis Ploeger - @dploeger
  • Markus Törnqvist - mjtorn

Documentation

Roadmap

The rewrite is currently ongoing and certain features of Escoria are missing or require optimization:

Basic features

  • Implement load/save games
  • Implement switching player characters
  • Visualize scaling in editor

Optimizations

  • Add the currently unfocused inventory item to the inventory_item_unfocused signal of ESCInventoryItem

  • The _hover_stack_pop method in main_scene doesn't pop (=remove the last element from the stack) but rather erases the given item from the stack. This may either be a hidden bug or a naming issue

  • The variable screen_ofs of main.gd is always set to Vector2(0, 0). Either it's unused or its function has yet to be documented

  • Should we keep defining the animations in a script instead of a real object? Providing a script as a parameter to a function seems weird

  • Fix all TODO and FIXME places in the code

  • Reimplement all missing ESC commands

Future features

  • Integrated ESC editor
  • Graphical visualizer of room links
  • Optimize character angles and animation helper

Licensing

This framework (scripts, scenes) is distributed under the MIT license.

Art credits

Logo

Escoria Logo created by Livio Fania (https://liviofania.com/) Licence: CC-BY

Characters

  • Mark spritesheet by Marco Giorgini - marcogiorgini.com Licence : CC0 Licence https://opengameart.org/content/mark-2d-adventure-game-sprite with some additions (talk animations) by Julian Murgia
  • Worker spritesheet based on Mark spritesheet by Marco Giorgini - marcogiorgini.com Licence: CC0 Licence edited by Julian Murgia

Items

Sound credits

Font

These fonts are provided as an example. Please mind checking the licence before redistributing with your game.

Development

Requirements:

  • git
  • Current Godot version
  • Current master of GDScript docs maker
  • Python (>=3) if you changed the ESC commands

During development, run the following to update the class list:

cd gdscripts-docs-maker
rm -rf export &>/dev/null
./generate_reference <path to escoria> -d "addons/escoria"
cp export/* <path to escoria>/docs/api

If you changed ESC commands, update the command reference by running

python3 extractesc.py

About

This is unofficial Escoria-Reloaded repository. New devs will be committed here until it's advanced enough to go official at godotengine/escoria.

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