From e526d429a72582db0c0ecc04a11289ece0d270d2 Mon Sep 17 00:00:00 2001 From: Relintai Date: Wed, 10 Jun 2020 17:15:05 +0200 Subject: [PATCH] More work to the Readme.md. --- README.md | 82 ++++++++++++++++++++++++------------------------------- 1 file changed, 35 insertions(+), 47 deletions(-) diff --git a/README.md b/README.md index 75a06fe1..097d8179 100644 --- a/README.md +++ b/README.md @@ -1,65 +1,51 @@ # Broken Seals -### In order to open the game project in Godot, you need a custom build Godot editor! [See](#editing-the-game) - -![Broken Seals as of 2020.01.10.](pictures/screen.jpg) - 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. -I want the game to run on every platform, without sacrificing from the gameplay. From the testing I've done this is not even an issue. +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. + +### In order to open the game project in Godot, you need a custom built Godot editor! [See](#editing-the-game) + +Screenshot: + +![Broken Seals](pictures/screen.jpg) ## Editing the game -In order for you to open the game in the editor you will need a custom built version, with a few engine modules built int, +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, and unfortunately for now, you will need to build it yourself. (Binary releases will be available eventually!) But don't worry, Godot is surpisingly easy and hassle free to compile! [See](#compiling) -After you have the engine with the required modules, you can go ahead, run it, and just open the project inside the `game` folder. +After you have the engine with the required modules, you can go ahead, and just open the project inside the `game` folder. Usually after the initial import it will need a restart, however everything should work after that. ## The required engine modules -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 -int the [Compiling](#compiling) section. +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 - -https://github.com/Relintai/thread_pool.git +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 \ +https://github.com/Relintai/thread_pool.git \ ## Compiling -First make sure, that you have everything installed to be able to compile the engine. See: [Official docs for compiling GODOT](https://docs.godotengine.org/en/latest/development/compiling/index.html) +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. Now let's clone this repository: -``` scons ``` - -Before compiling, in the project's folder just run scons, it will set every dependency up. Like: - ``` git clone https://github.com/Relintai/broken_seals ``` cd into the new folder: @@ -70,20 +56,19 @@ Now let's run the project's setup script, by calling scons without arguments. ``` scons ``` -This will clone and setup the engine, and all of the required modules into a new engine folder inside the project, using http. +This will clone and setup the engine, and all of the required modules into a new `engine` folder inside the project, using http. (If you want to use the github's ssh links append `repository_type=ssh` like ``` scons repository_type=ssh ```) Once it is done you can compile the engine, either by going into the engine folder and following the -[official docs](https://docs.godotengine.org/en/latest/development/compiling/index.html), or by using build words without changing directories. -(These are inspired by how pacman works.) +[official docs](https://docs.godotengine.org/en/latest/development/compiling/index.html), or by using [build words](#build-words) without changing directories. -Once the build finished you can find the editor executable inside the `./engine/bin/` folder, but you can also run it using the provided `editor.sh`, +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`, or `editor.bat` (These will create a copy, so you can compile while the editor is running). ### Build words -The project's setup script now contains support for "build words". +The project's setup script contains support for "build words". These can be used from the root of this project. For example to build the editor for windows with 4 threads you can use: @@ -95,7 +80,7 @@ The rest of the arguments will be passed directly to godot's scons script. #### Editor -Append `e` to build with `tools=yes` a.k.a the editor. +Append `e` to build with `tools=yes` a.k.a. the editor. ``` scons bew -j4 ``` @@ -114,12 +99,11 @@ This will be the `release_debug` windows export template. `i`: iphone (Not yet finished, use `build_ios.sh`, and `build_ios_release.sh`) Mac OSX: Not yet finished, use `build_osx.sh` - #### Target abbreviations By default ther system builds in release_debug. -Append `d` for debug, and `r` for release. +Append `d` for debug, or `r` for release. ``` scons bewd -j4 ``` @@ -149,7 +133,7 @@ Example: build editor linux shared (Entity Spell System) with 4 threads -Note: to easily run the editor while it's build like this, you can use the editor.sh in the root of the project. +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. #### Scons cache, and sdk locations @@ -163,7 +147,11 @@ and compile godot using the [official docs](https://docs.godotengine.org/en/late ## Pulling upstream changes -After you pull changes, just run `scons`, it will update the dependencies. +First pull the changes by calling + +``` git pull orgin master ``` + +Then just run `scons`, to will update the modules. ## Upgrading the modules