Plugin Update!
Hello to all of my LK users!
Today is the release of LoreKeeper 0.1.3 and all that it includes!
So what does it include?
A plugin system to let both the community and myself expand on the features that LK provides. I already have some plans for some plugins that could prove useful to some users so keep an eye out for those!
A small QoL inclusion because some aspects of the app were getting annoying:
- New nodes will always generate in the top left of your editor view. No more scrolling all the way back to the start to find the new node you created.
- Editor view positions are locally cached (Not included in session saves). When you switch out to edit/look at another entity and then switch back only to need to scroll back to where you were looking can get immensely annoying so that is now dealt with.
And finally...
An in-depth tutorial on how to both load/create plugins for yourself!!
The tutorial took longer to make than the system itself *sigh*
Please check the LoreKeeperTutorial.lore file included with the app for all tutorials I write! (I do my best to keep them up-to-date)
As always leave feedback, comments, requests and bug notices in the comments/forum and I would greatly appreciate it!
Till next time!
Files
Get LoreKeeper
LoreKeeper
Open-Source world building tool
Status | In development |
Category | Tool |
Author | ArcturusForge |
Tags | Game Design, Open Source, software, tool, world-building, writing |
More posts
- Quality of Life Update Mk1Feb 17, 2023
- A Tutorial UpdateFeb 13, 2023
- Alpha Release!!Feb 10, 2023
Comments
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Sadly this seems like it is already out of date. I tried following the tutorial.
the plugins folder didn't exist in the git repository.
The godot project wouldnt run. Seems lots of functions were possibly deprecated? The main initial issue is godot hated. "var dir = DirAccess.new()" seems you cant create a DirAccess that way anymore in godot?
Hi! Thanks for taking an interest in my app!
I suspect you're using Godot 4 which is why you're getting those deprecation issues.
You need to use the specific version of godot outlined in the tutorial. It does provide a link to the specific versions archive. (Should be approx. 3.5.x if I remember correctly)
Since I've left this one out in the cold for a while I'm going to bring it up-to-spec with my newer apps and port it over to godot 4 starting in the new year.
Hopefully I've solved your issue but do reach out if you have any other questions :)