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Patterplay Godot 0.1.0

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@github-actions github-actions released this 04 Jul 14:48

Added

  • The pure-GDScript Patter runtime: PatterEngine + PatterFlow over a compiled .patterc
    bundle - scenes, blocks, run/choice/branch/sequence selectors, sticky/fallback options,
    call-return jumps, conditions + effects, visit counts, {@ref} interpolation, game events,
    tags, gameData merge-at-read, and whole-game save/load (save_game / load_game). No
    scene-tree types in the engine, so it also runs headless.
  • Bundle loading: PatterBundle.load_from_string(json) from any .patterc.
  • Localisation: play any locale of an Embedded bundle, switch live with set_locale, or ship
    an IDs-only bundle and localise in your own system. Closed-caption cue stripping via
    set_closed_captions.
  • Audio resolution: PatterAudio resolves each line to its winning take from a
    patteraudio.json manifest (it resolves the path; playback stays yours).
  • Live state: PatterStatePanel, an in-game overlay that watches and edits a running
    engine's @patter properties (type-aware editors + reset-to-default) and saves / loads
    the run.
  • Live Link: PatterDebugLink streams the story cursor to Patterpad and hot-reloads edited
    bundles into the running game (apply_live_bundle: strings-only or full swap, state kept).
  • Structure introspection: get_outline() / get_beat_sequence() expose the authored tree
    (per-beat text, character, gameData, tags) for tooling.
  • Demos in demo/: a headless play-through demo (the minimal integration) and the
    Tour scene (the interactive Patter tour, with optional audio resolution).