Improve draft BGM loops

This commit is contained in:
2026-06-20 09:17:46 +09:00
parent 684f3bf90a
commit 1ec8a78063
90 changed files with 3377 additions and 8 deletions

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@@ -139,7 +139,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
- Battle HUD portrait thumbnails show the selected unit, or a hovered unit when nothing is selected.
- Selected and hovered unit focus text shows combat role, movement type, current terrain move cost, terrain bonuses, core stats, and status effects.
- Dialogue lines can mark speaking side for text alignment inside a fixed visual-novel-style dialogue panel with stable portrait, progress, and previous-line controls.
- Placeholder menu/battle BGM plus UI, movement, attack, tactic, item, victory, and defeat SFX.
- Longer procedural draft menu/battle BGM plus UI, movement, attack, tactic, item, victory, and defeat SFX.
- Floating combat text for damage, recovery, misses, support effects, poison ticks, action locks, level-ups, and promotions.
- Short unit slide animation for board movement.
- Board attacks now request class-specific motion profiles, with infantry strikes, archer traces, cavalry charges, command flashes, and heavy warrior/bandit impacts drawn by the battle scene.
@@ -155,7 +155,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
2. Open this folder as a Godot project.
3. Run the project. The main scene is `res://scenes/battle_scene.tscn`.
Campaign order and chapter ranges live at `res://data/campaign/campaign.json`. Scenarios live under `res://data/scenarios/`, with reusable officers, classes, items, skills, and terrain definitions under `res://data/defs/`. Generated visual assets live under `res://art/portraits/`, `res://art/units/`, `res://art/items/`, `res://art/terrain/`, `res://art/ui/`, and `res://art/backgrounds/`. Placeholder BGM and SFX live under `res://audio/`.
Campaign order and chapter ranges live at `res://data/campaign/campaign.json`. Scenarios live under `res://data/scenarios/`, with reusable officers, classes, items, skills, and terrain definitions under `res://data/defs/`. Generated visual assets live under `res://art/portraits/`, `res://art/units/`, `res://art/items/`, `res://art/terrain/`, `res://art/ui/`, and `res://art/backgrounds/`. Draft BGM and SFX live under `res://audio/`.
Data files and item icon cutouts can be checked with `powershell -NoProfile -ExecutionPolicy Bypass -File tools\validate_data.ps1`.