bcirpggithubmirror/Phase2/Godot ===(Game Code)===/NewGame/Doug/bcirpg_newGame_20220227A
MacDugRPG e1fc845256 Persistent Game Scene
Keeps the game scene persistent while using the 'More Options' menu path. Resume game will now return to the existing scene (game at current place it was left behind). Also removes the old history process which is defunct -- history will now be saved to global/singleton history array, and when history loaded, instantiate a new history scene which reads/pages this array (and saves out later).
2022-05-08 15:13:24 -04:00
..
_toArchive Character Selection Added 2022-04-10 15:22:25 -04:00
.import Started working on multiplayer submenus 2022-03-27 14:17:34 -05:00
assets New Game Updates: 2022-05-01 14:48:03 -04:00
gamePlay Persistent Game Scene 2022-05-08 15:13:24 -04:00
globalScripts Persistent Game Scene 2022-05-08 15:13:24 -04:00
screens Persistent Game Scene 2022-05-08 15:13:24 -04:00
userInterface Persistent Game Scene 2022-05-08 15:13:24 -04:00
Control.tscn Reorganized folder layout 2022-03-27 12:47:31 -05:00
default_env.tres Reorganized folder layout 2022-03-27 12:47:31 -05:00
icon.png Reorganized folder layout 2022-03-27 12:47:31 -05:00
icon.png.import Reorganized folder layout 2022-03-27 12:47:31 -05:00
project.godot Persistent Game Scene 2022-05-08 15:13:24 -04:00
README.txt Reorganized folder layout 2022-03-27 12:47:31 -05:00

****************************
	README.TXT:
****************************
Author: Doug McCord
Date: 27-Feb-2022

****************************
Intro notes: 
	This menu was stripped down from the bigger game and settings testing 
	I was doing -- so there's a decent chance yet of something broken -- 
	please let me know if you encounter anything that's not linking up as 
	desired. Currently there are temp destinations loaded for each of the 
	menu options -- these are saved as scenes in the screens folder.

	Currently almost all the buttons are instances of the same source 
	button object -- linked to their destination using the 'Next Scene Path'
	available in the inspector.


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Project file structure:
	Surface Layer:
		Default Godot files remain at this level

	_toArchive:
		Directory to serve as reference-only; precursor to trash

	assets:
		Images, fonts, themes and styles (TRES text resource data files). Note that all fonts and styles are defined in 
			the following themes: ui_controlNode_light_theme.tres and ui_controlNode_dark_theme.tres. Any style changes
			should be made in those theme files to assure propagation throughout.

	gamePlay:
		Scenes and scripts specific to the gameplay section

	globalScripts:
		For project-wide use, or scripts that are not either: 
			A. attached to a template scene, intended to go with all instances of that, or 
			B. unique, scene-specific scripts. 

	screens:
		Planned to include both .tscn scene files and their associated scripts. 

	userInterface: (note misnomer for text-based game)
		Re-useable UI elements and their scripts, such as change-scene, input-response