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322 lines
12 KiB
Markdown
322 lines
12 KiB
Markdown
# Broken Seals
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A 3D third person RPG. With both multiplayer, and singleplayer capabilities.
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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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This project uses a custom version of ![godot](https://github.com/godotengine/godot) - (3.x branch) as it's engine.
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#### On Desktop
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![Broken Seals desktop](pictures/screenshot_desktop.jpg)
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#### On Touchscreens
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![Broken Seals on touchscreen](pictures/screenshot_touchscreen.jpg)
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## Project overview
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As stated in the opening section the project uses a custom version of the godot engine.
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The project's workflow has been set up so you can easily compile this version for yourself if you want to.
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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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Also the engine needs to have some engine modules built in. For example:
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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 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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### Game
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The [/game](https://github.com/Relintai/broken_seals/tree/master/game) folder contains the game's code and assets.
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This is the folder you are supposed to open in the editor.
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The game's folder structure should be mostly self explanatory.
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#### Game Modules
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Except for probably the game modules.
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I designed the game's code to be highly modular, so I created a [loader module](https://github.com/Relintai/broken_seals/tree/master/game/scripts/game_modules). It will look for files named ` game_module.tres ` and call methods on them on certain events.
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This system uses the [DataManager](https://github.com/Relintai/broken_seals/blob/master/game/scripts/game_modules/DataManager.gd) singleton.
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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 instantiated ui 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) `.
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And the data manager will instance it's player ui scene, and call all module's ` on_request_instance ` methods.
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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 castable.
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For exmaple 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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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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Most of the game assets ended up under the modules folder [here](https://github.com/Relintai/broken_seals/tree/master/game/modules) for this reason,
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however these might get moved, if I find a better arrangement.
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#### Terrain generation
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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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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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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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## 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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After the initial import it might need an editor restart, however everything should work after that.
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If you want to use master, you will likely need to build the editor for it if the c++ side had breaking changes since the last release.
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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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Now let's clone this repository:
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``` git clone https://github.com/Relintai/broken_seals ```
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cd into the new folder:
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``` cd broken_seals ```
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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.
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To build the editor on windows with 4 threads run the following command:
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``` scons bew -j4 ```
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To build the editor on linux with 4 threads run the following command:
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``` scons bel -j4 ```
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I call this feature of the setup script build words. [See](#Build words).
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Once the build finishes you can find the editor executable inside the `./engine/bin/` folder.
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For convenience there is a provided `editor.sh`, or `editor.bat` for running it from the project's folder.
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These will create a copy, so you can even compile while the editor is running.
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Alternatively if you don't want to use build words, you can also just go into the engine folder:
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``` cd engine ```
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And compile godot as per the [official docs](https://docs.godotengine.org/en/latest/development/compiling/index.html).
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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:
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``` scons bew -j4 ```
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The first argument must start with b (build), then it needs to be followed by a few abbreviations (the order does not matters)
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The rest of the arguments will be passed directly to godot's scons script.
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#### Editor
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Append `e` to build with `tools=yes` a.k.a. the editor.
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``` scons bew -j4 ```
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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 \
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`w`: windows \
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`a`: android \
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`j`: Javascript \
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`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
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By default the system builds in release_debug.
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Append `d` for debug, or `r` for release.
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``` scons bewd -j4 ```
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build editor windows debug
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``` scons bwr -j4 ```
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build windows release (this will build the windows release export template)
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#### Shared modules
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Note: This only works on linux!
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append `s` to the build string.
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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 \
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`T`: Texture Packer \
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`V`: Voxelman \
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`W`: World Generator \
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`P`: Procedural Animations
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Example:
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``` scons belsE -j4 ```
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build editor linux shared (Entity Spell System) with 4 threads
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Note: to easily run the editor you can use the `editor.sh` or `editor.bat` in the root of the project.
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#### Other
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Append `v` to pass the `vsproj=yes` parameter to the build script. This will generate Visual Studio project files.
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#### Postfixes
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There are a few postfixes for the build words. These are more complex options. You have to append them to your build word with an underscore.
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You can use as many as you want.
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For example:
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``` scons bel_slim_latomic -j4 ```
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##### slim
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With this postfix you can build a slimmed down version of the engine. This disables quite a few unneeded modules.
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``` scons bel_slim -j4 ```
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##### latomic
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If you get linker errors while building the game/editor about undefined referenced with atomic related functions you can use this postfix.
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It will add the ` -latomic ` command line switch to the linker flags.
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I ran into this issue while building on a raspberry pi 4 with the x11 platform. It might be related to the recent reworks to threading.
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``` scons bel_latomic -j4 ```
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##### strip
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Appends `debug_symbols=no` to the build command, which will strip the resulting binary from debug symbols.
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``` scons bel_strip -j4 ```
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#### Scons cache, and sdk locations
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In order to use scons cache and to tell the build system where some of the required sdks are located you usually
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have to use environment variables. Most of the time you might just want to add them globally,
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howewer this is sometimes unfeasible (e.g. you don't have administrator access, or you just want to have
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multiple sdk versions installed).
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In order to solve this a build config file was added.
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If you want to use the config simply rename the provided `build.config.example` to `build.config`, and customize
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the settings inside.
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### Manual Setup
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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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``` 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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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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You need to go through them and checkout the proper commits.
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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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## Pulling upstream changes
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First pull the changes by calling
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``` git pull orgin master ```
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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 ```
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