mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
More styling.
This commit is contained in:
parent
13ffea2744
commit
a3cda38439
22
README.md
22
README.md
@ -58,11 +58,11 @@ This system uses the [DataManager](https://github.com/Relintai/broken_seals/blob
|
||||
|
||||
For example this is how the ui initializes itself:
|
||||
|
||||
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.
|
||||
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.
|
||||
|
||||
These module scripts are also responsible for collecting all spells and then setting them into the ESS singleton, so they are actually castable.\
|
||||
These module scripts are also responsible for collecting all spells and then setting them into the ESS singleton, so they are actually castable.
|
||||
|
||||
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.
|
||||
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.
|
||||
|
||||
Note that the module resources are sorted by their resource paths, so spells should always get the same id, on every platform every time.
|
||||
This is to optimize networkd spell casts.
|
||||
@ -75,15 +75,17 @@ however these might get moved, if I find a better arrangement.
|
||||
The terrain generation is now handled by the new [world_generator](https://github.com/Relintai/broken_seals/tree/master/game/addons/world_generator)
|
||||
addon.
|
||||
|
||||
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,
|
||||
Right now the terrain is only going to be pseudo-random, as generating proper connected worlds are kind of super difficult,
|
||||
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
|
||||
/ generation. However for now the idea is that we have a World resource, this contains Continents, those zontain Zones, and those contain SubZones.
|
||||
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.
|
||||
/ generation.
|
||||
|
||||
World does mostly nothing on it's own for now, except for holding continents.
|
||||
Right continents should handle things like oceans, and big mountains.
|
||||
Zones generate proper terrain, and add props. They need to blend into continents.
|
||||
SubZones can be used as spawners, prop spawners, or they can even do terrain mods.
|
||||
However for now the idea is that we have a World resource, this contains Continents, those zontain Zones, and those contain SubZones.\
|
||||
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.
|
||||
|
||||
- World does mostly nothing on it's own for now, except for holding continents.
|
||||
- Right continents should handle things like oceans, and big mountains.
|
||||
- Zones generate proper terrain, and add props. They need to blend into continents.
|
||||
- SubZones can be used as spawners, prop spawners, or they can even do terrain mods.
|
||||
|
||||
The editor contains an addon to help with editing the world.
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user