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# Broken Seals
A 3D third person RPG. With both multiplayer, and singleplayer capabilities.
The main gameplay-loop goal is to create an experience with enough complexity and depth, that can rival the more old-school MMO- and action rpgs, because nowadays I feel like that is something that got lost.
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I want the game to run on every platform, but the game design is PC first. From the testing I've done this is not going to be an issue.
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### In order to open the game project in Godot, you need a custom built Godot editor! [See here.](#editing-the-game)
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Screenshot:
![Broken Seals ](pictures/screen.jpg )
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## Editing the game
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In order for you to open the game in the editor you will need a custom built version, with a few engine modules built in,
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and unfortunately for now, you will need to build it yourself. (Binary releases will be available eventually!)
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But don't worry, Godot is surpisingly easy and hassle free to compile! [See here. ](#compiling )
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After you have the engine with the required modules, you can go ahead, and just open the project inside the `game` folder.
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Usually after the initial import it will need a restart, however everything should work after that.
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## The required engine modules
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These are the required engine modules, they are listed here for completeness`s sake, the project's setup script will install these for you automatically! See the [Compiling ](#compiling ) section.
https://github.com/Relintai/world_generator.git \
https://github.com/Relintai/entity_spell_system.git \
https://github.com/Relintai/ui_extensions.git \
https://github.com/Relintai/voxelman.git \
https://github.com/Relintai/texture_packer.git \
https://github.com/Relintai/godot_fastnoise.git \
https://github.com/Relintai/mesh_data_resource.git \
https://github.com/Relintai/procedural_animations.git \
https://github.com/Relintai/props.git \
https://github.com/Relintai/mesh_utils.git \
https://github.com/Relintai/broken_seals_module.git \
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https://github.com/Relintai/thread_pool.git
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## Compiling
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First make sure, that you have everything installed to be able to compile the engine. See: See the [official docs for compiling Godot ](https://docs.godotengine.org/en/latest/development/compiling/index.html ) for more info.
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Now let's clone this repository:
``` git clone https://github.com/Relintai/broken_seals ```
cd into the new folder:
``` cd broken_seals ```
Now let's run the project's setup script, by calling scons without arguments.
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``` scons ```
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This will clone and setup the engine, and all of the required modules into a new `engine` folder inside the project, using http.
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(If you want to use the github's ssh links append `repository_type=ssh` like ``` scons repository_type=ssh ```)
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Once it is done you can compile the engine, either by going into the engine folder and following the
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[official docs ](https://docs.godotengine.org/en/latest/development/compiling/index.html ), or by using [build words ](#build-words ) without changing directories.
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Once the build finishes you can find the editor executable inside the `./engine/bin/` folder, but you can also run it using the provided `editor.sh` ,
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or `editor.bat` (These will create a copy, so you can compile while the editor is running).
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### Build words
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The project's setup script contains support for "build words". These can be used from the root of this project.
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For example to build the editor for windows with 4 threads you can use:
``` scons bew -j4 ```
The first argument must start with b (build), then it needs to be followed by a few abbreviations (the order does not matters)
The rest of the arguments will be passed directly to godot's scons script.
#### Editor
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Append `e` to build with `tools=yes` a.k.a. the editor.
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``` scons bew -j4 ```
if you omit `e` , the system will build the export template for you. For example:
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``` scons bw -j4 ```
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This will be the `release_debug` windows export template.
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#### Platform abbreviations
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`l` : linux \
`w` : windows \
`a` : android \
`j` : Javascript \
`i` : iphone (Not yet finished, use `build_ios.sh` , and `build_ios_release.sh` ) \
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Mac OSX: Not yet finished, use `build_osx.sh`
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#### Target abbreviations
By default ther system builds in release_debug.
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Append `d` for debug, or `r` for release.
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``` scons bewd -j4 ```
build editor windows debug
``` scons bwr -j4 ```
build windows release (this will build the windows release export template)
#### Shared modules
Note: This only works on linux!
append `s` to the build string.
Optionally you can also make the build system only build a target module, by appending one of these:
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`E` : Entity Spell System \
`T` : Texture Packer \
`V` : Voxelman \
`W` : World Generator \
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`P` : Procedural Animations
Example:
``` scons belsE -j4 ```
build editor linux shared (Entity Spell System) with 4 threads
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Note: to easily run the editor while it's build like this, you can use the `editor.sh` or `editor.bat` in the root of the project.
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#### Scons cache, and sdk locations
Unfortunately the sdk locations and the scons cache location is hardcoded atm, as I kind of forgot about it. This will be fixed very soon.
In the meantime you can always just go into the engine directory,
``` cd engine ```
and compile godot using the [official docs ](https://docs.godotengine.org/en/latest/development/compiling/ ).
## Pulling upstream changes
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First pull the changes by calling
``` git pull orgin master ```
Then just run `scons` , to will update the modules.
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## Upgrading the modules
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Note: this is how to update the HEADS file. Normally you don't need to do this.
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If you want to update the modules, and the engine to the latest, you can use (`action=update`):
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``` scons a=u ```
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You can also update different targets: `all` , `engine` , `modules` , `all_addons` , `addons` , `third_party_addons`
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For example to update the engine to the latest: ``` scons a=u target=engine ```