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gdtemplate's Issues

Add font family and font size options.

Time to add fonts and font options to the project. The goal is not to offer a variety of font options for aesthetic themes, but to utilize fonts that are designed with intent of improving accessibility.

(English) Accessibility fonts:

  • Atkinson Hyperlegible - General purpose, balances aesthetics and targets a wide variety of vision issues that people experience. Has its own permissive license that allows for incorporation into the project.
  • Lexend - Variations designed to increase reading fluency and reduce errors with a clearer font face with spaced lettering. Measured in a classroom environment to improve fluency by roughly 20%.
  • OpenDyslexic - Specialized font, widely known and used in a variety of applications already.

Language fonts:

Game Scale on 4K+ monitors attempts to access beyond the limits of the maximum font size array

This occurred because I only have a 1080p monitor and failed to specify maximum font size values for monitors of that size.

Context for those seeing this: You can increase the scale of the UI content in this template, and this impacts the size of the font, which you can also change. To avoid text being too large for the UI, maximum font sizes need to be specified according to game scale. Because I have a 1080p monitor, my game scale only went up to 4, so I created an array for maximum font sizes for up to 4 values -- it's something that developers can easily modify (if they can find it, which is a separate issue), but the UI on the player's end can do weird stuff if these values are not set.

Probably should've considered a smarter solution than an array, haha. Probably the best course of action to handle this is to set up a mathematical fallback formula based on the current values for these fonts.

Debugger produces an error about tweens when fading in.

Steps to reproduce:

  1. Open game
  2. Select New Game.
  3. Game will fade out
  4. Debugger produces error message while fading in.

Message: E 0:13:51:0094 step: <Tween#-9223371888745510804>: started with no Tweeners.
<C++ Error> Method/function failed. Returning: false
<C++ Source> scene/animation/tween.cpp:301 @ step()

Add first-time setup menu

This is a first-time setup menu that attempts to accommodate users who are launching a game for the first time.

  • This menu should be very simple - A more detailed settings menu comes right after.
  • Language/Accessibility
    • Language and accessibility features should be offered first.
  • Audio
    • Don't play music in the beginning.
    • Option to set premaster to 0%
    • Dedicated sound effect volume slider.
  • Essential video features (window size/fullscreen and game scale).

Ideas for this menu that would need to be implemented separately:

  • Narrated options.
  • Dark or bright UI themes.
  • Font selection
  • Font size

Add multilanguage support in the keybinding section in settings.

Currently, the names of Actions and InputEvents cannot be translated, meaning that the keybinding section of the template is exclusively in English. The main idea to fix this would be to provide translations for the unhidden built-in actions as well as the InputEvents that can be assigned to them.

Unable to create new float variables

Caused by an invalid variable name reference in the signals file of the float manager in the dialog database.

Issue is fixed in the current branch as it's needed for testing the dialog nodes but I may need a branch to resolve this bug while I work on the example dialog UI.

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