Skip to content

Commit

Permalink
Pre 1.0 documentation updates
Browse files Browse the repository at this point in the history
  • Loading branch information
Phazorknight committed Dec 10, 2024
1 parent bf37854 commit 890e26c
Show file tree
Hide file tree
Showing 2 changed files with 45 additions and 4 deletions.
5 changes: 2 additions & 3 deletions Readme.md
Original file line number Diff line number Diff line change
@@ -1,7 +1,6 @@
![COGITO_banner](docs/Cogito_capsule_202402_jpg.jpg)
# COGITO
[![GodotEngine](https://img.shields.io/badge/Godot_4.3_stable-blue?logo=godotengine&logoColor=white)](https://godotengine.org/) [![COGITO](https://img.shields.io/badge/beta_202412-35A1D7?label=COGITO&labelColor=0E887A)](https://github.com/Phazorknight/Cogito)
beta 202412.01
[![GodotEngine](https://img.shields.io/badge/Godot_4.3_stable-blue?logo=godotengine&logoColor=white)](https://godotengine.org/) [![COGITO](https://img.shields.io/badge/version_1.0-35A1D7?label=COGITO&labelColor=0E887A)](https://github.com/Phazorknight/Cogito)

## What is it?
COGITO is a first Person Immersive Sim Template Project for Godot Engine 4.
Expand Down Expand Up @@ -47,7 +46,7 @@ The structure of this template always tries to adhere to the following principle
- In-game helper documents that explain how objects in the scene were set up

> [!IMPORTANT]
> COGITO is still under active development. While some features are pretty much set, others might change. Use at your own risk and check Issues and Discussion pages for more information.
> COGITO v1.0 is not 100% bug-free. While most features are set, be aware that this is hobbyist open source software. Use at your own risk and check Issues and Discussion pages for more information.
## [Full documentation here!](https://cogito.readthedocs.io/en/latest/index.html)

Expand Down
44 changes: 43 additions & 1 deletion docs/faq.rst
Original file line number Diff line number Diff line change
@@ -1,13 +1,46 @@
Frequently Asked Questions
==========================


My question isn't answered here?
--------------------------------

* If you have a feature request, please post in the `Discussions <https://github.com/Phazorknight/Cogito/discussions>`_ page on the GitHub repo.
* If you have found a bug, please create an Issue on the GitHub `Issues <https://github.com/Phazorknight/Cogito/issues>`_ page.
* This FAQ is still a work in progress, but I try to add answers to the most common questions as they come up.


I am new to Godot. Should I use Cogito?
---------------------------------------

You don't have to be a pro, but you should have some basic familiarity on how Godot works.
Before using Cogito, it would help if you had knowledge about the following:

* Basics of Godot Editor and the engine itself (Editor Tabs, Scenes and Nodes, Inspector)
* How Signals work
* Instantiating packed scenes and creating resources.


Is this a full game?
--------------------

No. As each game is different and has a variety of needs, it's not possible to offer a fully featured game.
However, Cogito offers everything to get you started with a complete framework and foundation to customize or
add any features you need.

.. tip::
If you happen to create a feature for your Cogito game that could be used for others, consider creating a pull request! A lot of features were added to Cogito this way and every user benefits from it!
Even if the implementation is not perfect, a pull request can get the repo mantainer's eyes on it to adjust and integrate the feature into Cogito properly.


Can I make [insert genre here] with this?
-----------------------------------------

If it's a 3D and ideally a first-person game, then the answer is probably yes. I would recommend playing the included demo scenes and seeing if the type of featuers match your project.
The more overlap there is, the more likely it is that Cogito will work for your project.
Note that if you're an experienced programmer, you can modify Cogito to make it work with almost any kind of 3D game.


How do I set the main menu to start/load my own level scene?
------------------------------------------------------------

Expand All @@ -29,6 +62,7 @@ There are a few reasons for them to not be working, so here's a checklist:

I can't drop items / my level behaves oddly.
--------------------------------------------

Make sure you have the ``cogito_scene.gd`` script attached to the root node of your level scene.
COGITO uses this to identify which node is the parent to spawned objects (like dropped items).

Expand All @@ -38,4 +72,12 @@ How do I get a reference to the player?
There are multiple ways to get a reference to the player node.
* Pass the player node directly with your signal/method. For example, if you use a node that has body_entered / body_exited signals, then these signals pass a ``body`` argument which references the node. You can then easily check if it's in the group "Player" to make sure you have the player node.
* Find the node that's in the "Player" group.
* In a pinch you can use the CogitoSceneManager. The CogitoSceneManager autoload saves a reference to the current player and current cogito scene. These get updated whenver a cogito scene loads. To reference the player in a script this way, write ``CogitoSceneManager._current_player_node`` and ``CogitoSceneManager._current_scene_root_node``.
* In a pinch you can use the CogitoSceneManager. The CogitoSceneManager autoload saves a reference to the current player and current cogito scene. These get updated whenver a cogito scene loads. To reference the player in a script this way, write ``CogitoSceneManager._current_player_node`` and ``CogitoSceneManager._current_scene_root_node``.


Where do I set Weapon Damage?
-----------------------------

Weapon Damage is set on the WieldableItem resource. This value is then either used in the Wieldable script itself or passed onto spawned projectiles.
It is NOT set on the wieldable script and also not set on the projectile itself (if a projectile based weapon).

0 comments on commit 890e26c

Please sign in to comment.