Finished first EA Version #1

Merged
Nicola merged 110 commits from dev into main 2026-05-19 20:01:13 +02:00
2 changed files with 10 additions and 1 deletions
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@@ -38,12 +38,21 @@ public partial class TutorialBubble : PanelContainer
"The last remaining unit in this ruin saved you from your fall and brought you here. If you want to leave, you have to explore the ruin", "The last remaining unit in this ruin saved you from your fall and brought you here. If you want to leave, you have to explore the ruin",
"You do not walk through the ruin yourself. Your robots explore, harvest, craft and carry progress for you.", "You do not walk through the ruin yourself. Your robots explore, harvest, craft and carry progress for you.",
"The top bar shows survival pressure: energy, water and food. If those run out, the expedition ends.", "The top bar shows survival pressure: energy, water and food. If those run out, the expedition ends.",
"The necessary resources will be auto-consumed during your time here.",
"For Energy: Steam, Battery v1 and Battery v2; For Thirst: Water; For Food: Mushrooms",
"So try to keep a certain stock of those items to avoid dying in this ruin",
"Open the robot panel (Default: [R]) to inspect your robots. A robot can overheat, lose maintenance and slow down if ignored.", "Open the robot panel (Default: [R]) to inspect your robots. A robot can overheat, lose maintenance and slow down if ignored.",
"A robot that overheated has to cool down for a certain amount of time and cannot execute scripts",
"Use the script editor (Clicking 'Jump to' from the robot panel) to give robots commands. Start simple: move, explore, harvest, then craft.", "Use the script editor (Clicking 'Jump to' from the robot panel) to give robots commands. Start simple: move, explore, harvest, then craft.",
"Research unlocks better tools, buildings, robot upgrades and deeper progression. The graph is your technology map (Default: [T]).", "Research unlocks better tools, buildings, robot upgrades and deeper progression. The graph is your technology map (Default: [T]).",
"The necessary ingredients can be found when hovering over the respective technologies in your technology map",
"The inventory (Default: [I]) stores everything your robots collect. Gates and research both consume items from it.", "The inventory (Default: [I]) stores everything your robots collect. Gates and research both consume items from it.",
"Each gate blocks the next layer. When you have the required items, use Open Gate in the top bar.", "Each gate blocks the next layer. When you have the required items, use Open Gate in the top bar.",
"The necessary ingredients can be found when hovering over the 'Open Gate' button",
"The map (Default: [M]) shows what your robots have discovered. Exploration matters because resources are hidden in the ruin.", "The map (Default: [M]) shows what your robots have discovered. Exploration matters because resources are hidden in the ruin.",
"Depper layers contain more advanced resources and unlocking the gate at the lowest point allows you to leave the ruin",
"Be careful: The resources are not endless from the beginning. Converting a robot to a drill-unit (Using the node 'Sacrifice') makes them endless",
"Two things to keep in mind: 1)Endless resources have a lower rate of extraction 2)Sacrificing your last robot without backups in your inventory makes you unable to do anything",
"That is enough briefing. Build a loop, keep the robots alive, and open the lower gates. B.O.B. believes in organized chaos." "That is enough briefing. Build a loop, keep the robots alive, and open the lower gates. B.O.B. believes in organized chaos."
}; };
} }
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@@ -139,7 +139,7 @@ public partial class World : Node3D
private void SpawnDefaultRobot() private void SpawnDefaultRobot()
{ {
Robot robot = ResourceLoader.LoadRobotPrefab().Instantiate<Robot>(); Robot robot = ResourceLoader.LoadRobotPrefab().Instantiate<Robot>();
robot.Name = "Bob"; robot.Name = "Robot #1";
robot.Position = map[0].tiles[0, 0].Position; robot.Position = map[0].tiles[0, 0].Position;
AddChild(robot); AddChild(robot);
robots.Add(robot); robots.Add(robot);