From 890e26cdbbb1c46e8d3e8013a7ca38259750726f Mon Sep 17 00:00:00 2001 From: Phazorknight <70389309+Phazorknight@users.noreply.github.com> Date: Mon, 9 Dec 2024 16:46:10 -0800 Subject: [PATCH] Pre 1.0 documentation updates --- Readme.md | 5 ++--- docs/faq.rst | 44 +++++++++++++++++++++++++++++++++++++++++++- 2 files changed, 45 insertions(+), 4 deletions(-) diff --git a/Readme.md b/Readme.md index 8e895805..c75ee3bb 100644 --- a/Readme.md +++ b/Readme.md @@ -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. @@ -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) diff --git a/docs/faq.rst b/docs/faq.rst index 6aa1506b..d19dcc09 100644 --- a/docs/faq.rst +++ b/docs/faq.rst @@ -1,6 +1,7 @@ Frequently Asked Questions ========================== + My question isn't answered here? -------------------------------- @@ -8,6 +9,38 @@ My question isn't answered here? * If you have found a bug, please create an Issue on the GitHub `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? ------------------------------------------------------------ @@ -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). @@ -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``. \ No newline at end of file +* 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). +