Documentation and Optimization Part 1 (#2)
Authored-by: Dennis Ploeger <develop@dieploegers.de>
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# Escoria Rewrite
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Libre framework for the creation of point-and-click adventure games with
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the MIT-licensed multi-platform game engine [Godot Engine](https://godotengine.org).
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It is designed so that you can claim it for yourself and modify it to match
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the needs of your specific game and team.
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This repository is big rewrite of the original [Escoria framework](https://github.com/godotengine/escoria/tree/master). 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.
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If you're encountering issues or incompatibilities, please raise an issue on [Escoria's Github repository](https://github.com/godotengine/escoria/issues).
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## History
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This framework was initially developed for the adventure game
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[The Interactive Adventures of Dog Mendonça and Pizzaboy®](http://store.steampowered.com/app/330420)
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and later streamlined for broader usages and open sourced as promised
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to the backers of the Dog Mendonça Kickstarter campaign.
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## Authors
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In alphabetical order:
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* ArturM
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* Sylvain Beucler - beuc
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* Fleskevor
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* Ariel Manzur - punto (original author)
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* Julian Murgia - @StraToN
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* Dennis Ploeger - @dploeger
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* Markus Törnqvist - mjtorn
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## Documentation
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* Getting started
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* [Architecture](docs/architecture.md)
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* [Configuration](docs/configuration.md)
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* [ESC language documentation](api/esc.md)
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## Roadmap
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The rewrite is currently ongoing and certain features of Escoria are missing or require optimization:
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### Basic features
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* [ ] Implement load/save games
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* [ ] Implement switching player characters
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* [ ] Visualize scaling in editor
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### Optimizations
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* [ ] Add the currently unfocused inventory item to the `inventory_item_unfocused` signal of `ESCInventoryItem`
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* [ ] 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
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* [ ] 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
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* [ ] 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
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* [ ] Fix all TODO and FIXME places in the code
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* [ ] Reimplement all missing ESC commands
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### Future features
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* [ ] Integrated ESC editor
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* [ ] Graphical visualizer of room links
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* [ ] Optimize character angles and animation helper
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## Licensing
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This framework (scripts, scenes) is distributed under the [MIT license](LICENCE).
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### Art credits
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### Sound credits
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### Font
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## Development
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Requirements:
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* git
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* Current Godot version
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* Current master of [GDScript docs maker](https://github.com/GDQuest/gdscript-docs-maker)
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During development, run the following to update the class list:
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```
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cd gdscripts-docs-maker
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rm -rf export &>/dev/null
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./generate_reference <path to escoria> -d "addons/escoria"
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cp export/* <path to escoria>/docs/api
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```
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