Add battlefield visuals and camp talk slice

This commit is contained in:
2026-06-18 16:45:46 +09:00
parent 909d497df0
commit d723d34a32
25 changed files with 604 additions and 35 deletions

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@@ -20,6 +20,7 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
- Weapon, armor, and accessory rewards can be stored, displayed, compared, equipped, and unequipped from the battle HUD; some weapons deal bonus physical damage against matching move types.
- First named equipment rewards exist in the northern campaign arc and show a `[Named]` or `Named` tag in reward, inventory, shop, Armory, and equipment menus.
- Scenario-specific pre-battle shop purchases, optional finite shop stock, and 50% sell-back save immediately and sync into the upcoming battle inventory.
- Pre-battle Talk can play scenario camp dialogue, and shop stock can include merchant flavor lines before a battle.
- Pre-battle Armory equipment changes, including unequipping gear back into stock, save immediately and sync roster equipment plus inventory stock.
- Pre-battle Roster can move optional officers between sortie and reserve within scenario limits.
- Pre-battle Formation lets deployed officers swap starting positions inside scenario-defined cells.
@@ -113,11 +114,14 @@ Godot 4 tactical RPG prototype inspired by classic turn-based Romance of the Thr
- Victory and defeat result overlay.
- Dialogue portrait slot with officer default image paths, optional per-line overrides, and speaker-initial fallback.
- Initial AI-generated photorealistic officer portraits for Cao Cao, Xiahou Dun, Xiahou Yuan, Cao Ren, Dian Wei, Guo Jia, and Zhang He.
- Initial AI-generated battlefield, class unit, and item icon assets live under `art/backgrounds`, `art/units`, and `art/items`.
- Battle HUD portrait thumbnails show the selected unit, or a hovered unit when nothing is selected.
- Dialogue lines can place the portrait on the left or right side of an expanded visual-novel-style dialogue panel with progress and previous-line controls.
- Placeholder 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 a short strike animation, with melee lunges and ranged attack traces drawn by the battle scene.
- Battle maps can use a high-resolution background image with translucent terrain overlays and terrain-specific detail patterns.
- Hover target preview badges for attacks, tactics, and items.
- Low-HP board unit warning rings, HP bar color states, and board status pips plus HUD duration summaries for support, debuff, poison, seal, snare, and disarm effects.
- Data-driven scenario setup through JSON definitions and deployments.
@@ -128,7 +132,7 @@ 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 portrait assets live under `res://art/portraits/`. 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/`, and `res://art/backgrounds/`. Placeholder BGM and SFX live under `res://audio/`.
Data files can be checked with `powershell -NoProfile -ExecutionPolicy Bypass -File tools\validate_data.ps1`.