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Updated the readme.
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README.md
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README.md
@ -7,6 +7,7 @@ The main gameplay-loop goal is to create an experience with enough complexity an
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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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This project now uses the ![Pandemonium Engine](https://github.com/Relintai/pandemonium_engine), which is my custom version of godot.
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It requires the presence of some of my engine modules, pandemonium contains all of them. See [here](https://github.com/Relintai/pandemonium_engine/tree/master/modules).
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You can get binaries under the releases tab [here](https://github.com/Relintai/broken_seals/releases).\
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You can also try a live version running in the browser [here](https://relintai.github.io/broken_seals/).
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@ -136,22 +137,12 @@ See the [Compiling](#compiling) section if you want to know how to do this.
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### Engine
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Currently [my fork](https://github.com/Relintai/godot) of godot is used as a base for the engine (3.x). \
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This contains a port of [TokageItLab's SkeletonEditor pr](https://github.com/godotengine/godot/pull/45699).\
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The original godot source will likely work too if you want that for some reason.
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Currently the [Pandemonium Engine](https://github.com/Relintai/pandemonium_engine) is used as the engine for this project,
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which is a heavily customized verison of the [Godot game engine](https://godotengine.org/). It's based on the 3.x branch.
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The engine needs to have some engine modules built in. For example:
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It contains my engine modules, and also it got significanlty slimmed down compared to vanilla Godot.
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- Except for a few scripts, entities, spells and auras are handled by the
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[entity_spell_system](https://github.com/Relintai/entity_spell_system)
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module, on the c++ side.
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- Threading is handled by [ThreadPool](https://github.com/Relintai/thread_pool).
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- The terrain is handled by [Terraman](https://github.com/Relintai/terraman.git).
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- Most of the models are imported as MeshDataResources, these are meshes that are meant to be merged.
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These come from the [MeshDataResource](https://github.com/Relintai/mesh_data_resource) module.
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(Currently I'm working on the mesh_data_resource_editor addon that will enable these to be edited directly inside the editor.)
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Actually [here's the full list](#the-required-engine-modules).
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For a more in-depth changelog see it's changelog file [here](https://github.com/Relintai/pandemonium_engine/blob/master/CHANGELOG.md).
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### Game
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@ -205,7 +196,7 @@ The editor contains an addon to help with editing the world.
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## Editing the game
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Grab an engine with the required modules and then open the project inside the `game` folder.
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Grab the engine itself, and then open the project inside the `game` folder.
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After the initial import it might need an editor restart, however everything should work after that.
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@ -213,8 +204,11 @@ If you want to use master, you will likely need to build the editor for it if th
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## Compiling
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First make sure, that you have everything installed to be able to compile the godot engine. See: See the [official docs for compiling Godot](https://docs.godotengine.org/en/latest/development/compiling/index.html) for more info. My setup/compile script uses the same tools, so
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you don't need to install anything else.
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First make sure, that you have everything installed to be able to compile the engine.
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See the [official docs for compiling Godot](https://docs.godotengine.org/en/3.4/development/compiling/index.html) for more info.
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My setup/compile script uses the same tools, so you don't need to install anything else.
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Even though the project doesn't use godot anymore, their docs are still sufficient.
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Now let's clone this repository:
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@ -383,44 +377,18 @@ the settings inside.
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If you you don't want to use the setup script (or just want to know what it actually does),
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this section will explain how to set everything up manually.
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First clone godot. Either my fork (recommended at the moment):
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First clone the engine:
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``` git clone https://github.com/Relintai/godot.git ```
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or the official 3.x master:
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``` git clone https://github.com/godotengine/godot.git -b 3.x ```
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go into engine's modules fodler.
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``` cd godot/modules/ ```
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Now go ahead and get every single required engine module from [here](#the-required-engine-modules).
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``` cd ../../ ```
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``` git clone https://github.com/Relintai/pandemonium_engine ```
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Now if you look at the [HEADS file](https://github.com/Relintai/broken_seals/blob/master/HEADS).
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It contains the commit hashes for that particular revision for every module and the engine.
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The engine now contains all the modules, so at the moment only worry about the engine's commit hash.
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You need to go through them and checkout the proper commits.
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You need to go and checkout the proper commit for it.
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Now you can go ahead and compile godot normally.
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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.
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https://github.com/Relintai/entity_spell_system.git \
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https://github.com/Relintai/ui_extensions.git \
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https://github.com/Relintai/texture_packer.git \
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https://github.com/Relintai/godot_fastnoise.git \
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https://github.com/Relintai/mesh_data_resource.git \
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https://github.com/Relintai/props.git \
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https://github.com/Relintai/mesh_utils.git \
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https://github.com/Relintai/broken_seals_module.git \
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https://github.com/Relintai/thread_pool.git \
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https://github.com/Relintai/terraman.git
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Now you can go ahead and compile the engine normally.
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## Pulling upstream changes
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