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More styling.
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README.md
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README.md
@ -58,11 +58,11 @@ This system uses the [DataManager](https://github.com/Relintai/broken_seals/blob
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For example this is how the ui initializes itself:
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The player's [body](https://github.com/Relintai/broken_seals/blob/master/game/player/Body.gd) script requests the ui nodes from the [DataManager](https://github.com/Relintai/broken_seals/blob/master/game/scripts/game_modules/DataManager.gd) singleton (likeL ` var ui = DataManager.request_instance(DataManager.PLAYER_UI_INSTANCE) `). And then the data manager will instance it's ` player_ui ` scene, and call all module's ` on_request_instance ` methods, while alos passing the newly instanced scene to them.
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The player's [body](https://github.com/Relintai/broken_seals/blob/master/game/player/Body.gd) script requests the ui nodes from the [DataManager](https://github.com/Relintai/broken_seals/blob/master/game/scripts/game_modules/DataManager.gd) singleton (like ` var ui = DataManager.request_instance(DataManager.PLAYER_UI_INSTANCE) `). And then the data manager will instance it's ` player_ui ` scene, and call all module's ` on_request_instance ` methods, while also passing the newly instanced scene to them.
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These module scripts are also responsible for collecting all spells and then setting them into the ESS singleton, so they are actually castable.\
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These module scripts are also responsible for collecting all spells and then setting them into the ESS singleton, so they are actually castable.
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This is the [module](https://github.com/Relintai/broken_seals/blob/master/game/modules/entity_classes/naturalist/game_module.tres) for the naturalist, and it's [resource db](https://github.com/Relintai/broken_seals/blob/master/game/modules/entity_classes/naturalist/resource_db.tres), which will be merged into a central resource db for ESS.
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This is the [module](https://github.com/Relintai/broken_seals/blob/master/game/modules/entity_classes/naturalist/game_module.tres) for the naturalist, and it's [ResourceDB](https://github.com/Relintai/broken_seals/blob/master/game/modules/entity_classes/naturalist/resource_db.tres), which will be merged into a central resource db for ESS.
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Note that the module resources are sorted by their resource paths, so spells should always get the same id, on every platform every time.
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This is to optimize networkd spell casts.
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@ -75,15 +75,17 @@ however these might get moved, if I find a better arrangement.
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The terrain generation is now handled by the new [world_generator](https://github.com/Relintai/broken_seals/tree/master/game/addons/world_generator)
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addon.
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The idea right now is that the terrain is only going to be pseudo-random, as generating proper connected worlds are kind of super difficult,
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Right now the terrain is only going to be pseudo-random, as generating proper connected worlds are kind of super difficult,
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especially if you also have to mesh them in 3d. I think this solution can be extended later to be able to do a full continent / world randomization
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/ generation. However for now the idea is that we have a World resource, this contains Continents, those zontain Zones, and those contain SubZones.
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The position and size is predetermined by the creator. And then when a chunk needs to be generated it gets put into this world, and setup.
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/ generation.
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World does mostly nothing on it's own for now, except for holding continents.
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Right continents should handle things like oceans, and big mountains.
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Zones generate proper terrain, and add props. They need to blend into continents.
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SubZones can be used as spawners, prop spawners, or they can even do terrain mods.
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However for now the idea is that we have a World resource, this contains Continents, those zontain Zones, and those contain SubZones.\
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The position and size is predetermined by the designer. And then when a chunk needs to be generated it gets put into this world, and setup.
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- World does mostly nothing on it's own for now, except for holding continents.
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- Right continents should handle things like oceans, and big mountains.
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- Zones generate proper terrain, and add props. They need to blend into continents.
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- SubZones can be used as spawners, prop spawners, or they can even do terrain mods.
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The editor contains an addon to help with editing the world.
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