Experimenting with different ways of initializing Custom Nodes in Godot
Experimenting with different ways of initializing Custom Nodes in Godot. Expanding upon InStructEd's JSON data structure. Also exploring better interfaces in Godot for these kinds of constructions.
- Clone the Repo
git clone https://github.com/peter201943/InStructEd.git
- "Import" the Project from Godot's Launcher
Visit each "method" folder (numbered) and press F6
to launch the scene to test it.
(TODO Resolve difference of "used in" and "part of" and problems inherent therein with sorting combinators into categories)
Existing property requiring no work to take advantage of.
Includes None.
Part of Method Design Properties.
Uses None.
Work required to enable something else.
Includes None.
Part of Method Design Properties.
Uses None.
How a structure is built.
Includes Exported Variable Assignment, Node Tree Assignment, Scene Expansion Assignment.
Part of Method Design Properties.
Uses None.
User can immediately see consequences of a change.
Includes None.
Part of Feedback.
Uses None.
Quickly describe something.
Includes None.
Part of Method Design Properties.
Uses None.
How difficult something is to implement.
Includes High Code Complexity, Low Code Complexity, Medium Code Complexity, No Code Complexity.
Part of Method Design Properties.
Uses None.
Happens as a result of other factors. Can be deliberate or incidental.
Includes None.
Part of Method Design Properties.
Uses None.
Changes that are hard to revert.
Includes None.
Part of Error Recovery.
Uses None.
Item is done/no more work needed.
Includes None.
Part of Status.
Uses None.
Changes that require only some or no work to revert.
Includes None.
Part of Error Recovery.
Uses None.
Using the inspector to refer to members of a tree. Medium intensity edits.
Includes None.
Part of Assignment.
Uses None.
How hard it is to recover from a mistake and revert a change.
Includes Difficult Error Recovery, Easy Error Recovery, Impossible Error Recovery.
Part of Method Design Properties.
Uses None.
Seeing immediate effects/easily understanding what the consequences of a change are.
Includes Automatic Feedback, Inherent Feedback, No Feedback.
Part of Method Design Properties.
Uses None.
Last steps taken before a node is ready.
Includes No Final Setup, Script Final Setup.
Part of Method Design Properties.
Uses None.
User must perform several repeated steps to achieve a change.
Includes None.
Part of User Ceremony.
Uses None.
Something that is difficult to make.
Includes None.
Part of Code Complexity.
Uses None.
Changes that cannot be reverted.
Includes None.
Part of Error Recovery.
Uses None.
Subtypes to a Vocabulary Term.
Includes None.
Part of Vocabulary Properties.
Uses None.
User can immediately see consequences of a change inherently from pre-existing conditions.
Includes None.
Part of Feedback.
Uses None.
Where something is located in project.
Includes None.
Part of Method Design Properties.
Uses None.
Something that is relatively easy to make.
Includes None.
Part of Code Complexity.
Uses None.
User must perform few repeated steps to achieve a change.
Includes None.
Part of User Ceremony.
Uses None.
Something that requires some difficulty to make.
Includes None.
Part of Code Complexity.
Uses None.
Used to measure each goal of this project. Explicitly designed for.
Includes Assignment, Code Complexity, Error Recovery, Feedback, Final Setup, User Ceremony.
Part of Methods, Roadmap.
Uses Accept, Add, Briefly, Consequence, Location, Status.
Goal of this project is to implement each of these.
Includes Method 1, Method 2, Method 3, Method 4, Method 5.
Part of None.
Uses Method Design Properties.
Something that requires no effort to make.
Includes None.
Part of Code Complexity.
Uses None.
There is no indication of the consequences of a change.
Includes None.
Part of Feedback.
Uses None.
No further steps are needed for the structure.
Includes None.
Part of Final Setup.
Uses None.
Item is untouched/not started yet.
Includes None.
Part of Status.
Uses None.
User must not perform any repeated steps to achieve a change.
Includes None.
Part of User Ceremony.
Uses None.
Building a tree through regular assembly of a scene tree. Low intensity edits.
Includes None.
Part of Assignment.
Uses None.
One things is used by another to describe it.
Includes None.
Part of Vocabulary Properties.
Uses None.
Extensively modifying the scene tree instead of building a tree. High intensity edits.
Includes None.
Part of Assignment.
Uses None.
Further steps are needed for the structure, done through code.
Includes None.
Part of Final Setup.
Uses None.
Whether a Roadmap step is done or not started or etcetera.
Includes Done, No Status.
Part of Method Design Properties.
Uses None.
Work required on the user's part to make this thing work.
Includes Heavy User Ceremony, Low User Ceremony, No User Ceremony.
Part of Method Design Properties.
Uses None.
One things uses another.
Includes None.
Part of Vocabulary Properties.
Uses None.
Describes ideas as seen throughout this project.
Includes All.
Part of None.
Uses Vocabulary Properties.
The properties which capture the basic semantic relationships between terms relative to this project.
Includes Includes, Part Of, Uses.
Part of Vocabulary.
Uses None.
- Briefly Project, Readme
- Status Done
- Briefly Very Detailed Readme
- Status Done
- Briefly Project Files, Exports, Folders
- Status Done
- Briefly Copy Files from InStructEd
- Status Done
- Briefly full backup copy of InStructEd not meant to be modified
- Location
method-0/
- Status Done
- Briefly build up scenes manually using Instance Child Scene, Expand Child Nodes, ...
- Location
method-1/
- Accept Scene-Expansion-Assignment
- Consequence No-Final-Setup
- Consequence Difficult-Error-Recovery
- Consequence Inherent-Feedback
- Consequence Heavy-User-Ceremony
- Consequence No-Code-Complexity
- Status Done
- Briefly describe structure in terms of scene-tree nodes and construct the intended structure after scene is running
- Location
method-2/
- Accept Node-Tree-Assignment
- Add Init-Final-Setup
- Consequence Script-Final-Setup
- Consequence No-Feedback
- Consequence Easy-Error-Recovery
- Consequence Low-User-Ceremony
- Consequence Low-Code-Complexity
- Briefly describe structure in terms of inspector exported variable assignments
- Location
method-3/
- Add Exported-Variable-Assignment
- Add Init-Final-Setup
- Consequence Script-Final-Setup
- Consequence No-Feedback
- Consequence Easy-Error-Recovery
- Consequence No-User-Ceremony
- Consequence Medium-Code-Complexity
- Briefly describe structure in terms of scene-tree nodes and immediately act upon any changes, permanently, do not use any hidden nodes to render anything
- Location
method-4/
- Accept Node-Tree-Assignment
- Add Tool-Mode-Preview-And-Setup
- Consequence No-Final-Setup
- Consequence Inherent-Feedback
- Consequence Impossible-Error-Recovery
- Consequence Heavy-User-Ceremony
- Consequence High-Code-Complexity
- Briefly describe structure in terms of scene-tree nodes but render consequences of arrangement in editor using hidden ui nodes
- Location
method-5/
- Accept Node-Tree-Assignment
- Add Tool-Mode-Preview
- Add Init-Final-Setup
- Consequence Script-Final-Setup
- Consequence Automatic-Feedback
- Consequence Easy-Error-Recovery
- Consequence No-User-Ceremony
- Consequence High-Code-Complexity
This is a low-priority project for @peter201943 and as such pull requests are not likely to be accepted. You will be better served by forking it and continuing development of it on your own.
Distributed under the MIT License. See LICENSE
for more information.
None, currently.