An open source third person action RPG with multiplayer support.
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SConstruct Switched to my own godot fork temporarily. I'm hoping that eventually I'll be able to switch to godot 4.x. (I expect this to still take quite a while.) However until then I'm planning to just grab all the useful prs/features and either merge or backport them, as development for the 3.x branch has slowed down considerably (and understandably). Also I need features more for the project than compatibility so this way I can just change anything when needed. 2021-09-21 20:22:29 +02:00

Broken Seals

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, but the game design is PC first. From the testing I've done this is not going to be an issue.

This project uses a custom version of godot (3.x branch) as it's engine.

On Desktop

Broken Seals desktop

On Touchscreens

Broken Seals on touchscreen

Project overview

As stated in the opening section the project uses a custom version of the godot engine.

The project's workflow has been set up so you can easily compile this version for yourself if you want to.

See the Compiling section if you want to know how to do this.

Engine

Currently my fork of godot is used as a base for the engine (3.x).
This contains a port of TokageItLab's SkeletonEditor pr.
The original godot source will likely work too if you want that for some reason.

The engine needs to have some engine modules built in. For example:

  • Except for a few scripts, entities, spells and auras are handled by the entity_spell_system module, on the c++ side.
  • Threading is handled by ThreadPool.
  • The terrain is handled by Terraman.
  • Most of the models are imported as MeshDataResources, these are meshes that are meant to be merged. These come from the MeshDataResource module. (Currently I'm working on the mesh_data_resource_editor addon that will enable these to be edited directly inside the editor.)

Actually here's the full list.

Game

The /game folder contains the game's code and assets. This is the folder you are supposed to open in the editor.

The game's folder structure should be (hopefully) mostly self explanatory.

Game Modules

I designed the game's code to be highly modular, so I created a loader module.
It will look for files named game_module.tres and call methods on them on certain events.
This system uses the DataManager singleton.

For example this is how the ui initializes itself:

The player's body script requests the ui nodes from the DataManager 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.

This is the module for the naturalist, and it's ResourceDB, 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.

Most of the game assets ended up under the modules folder here for this reason, however these might get moved, if I find a better arrangement.

Terrain generation

The terrain generation is now handled by the new world_generator addon.

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.

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 then these generate it's data.

  • World does mostly nothing on it's own for now, except for holding continents.
  • Continents 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 modifications.

So when a chunk needs to be generated, first the world gets it, then all continents which intersect with it's position, then all zones which intersect with it's position, then all subzones which intersect with it's position.

The editor contains an addon to help with editing the world.

Editing the game

Grab an engine with the required modules and then open the project inside the game folder.

After the initial import it might need an editor restart, however everything should work after that.

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.

Compiling

First make sure, that you have everything installed to be able to compile the godot engine. See: See the official docs for compiling Godot for more info. My setup/compile script uses the same tools, so you don't need to install anything else.

Now let's clone this repository:

git clone https://github.com/Relintai/broken_seals

cd into the new folder:

cd broken_seals

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.

(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.

To build the editor on windows with 4 threads run the following command:

scons bew -j4

To build the editor on linux with 4 threads run the following command:

scons bel -j4

I call this feature of the setup script build words. [See](#Build words).

Once the build finishes you can find the editor executable inside the ./engine/bin/ folder.

For convenience there is a provided editor.sh, or editor.bat for running it from the project's folder. These will create a copy, so you can even compile while the editor is running.

Alternatively if you don't want to use build words, you can also just go into the engine folder:

cd engine

And compile godot as per the official docs.

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:

scons bew -j4

The first argument must start with b (build), then it needs to be followed by a few abbreviations (the order does not matters)

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.

scons bew -j4

if you omit e, the system will build the export template for you. For example:

scons bw -j4

This will be the release_debug windows export template.

Platform abbreviations

l: linux
w: windows
a: android
j: Javascript
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 the system builds in release_debug.

Append d for debug, or r for release.

scons bewd -j4

build editor windows debug

scons bwr -j4

build windows release (this will build the windows release export template)

Shared modules

Note: This only works on linux!

append s to the build string.

Optionally you can also make the build system only build a target module, by appending one of these:

E: Entity Spell System
T: Texture Packer
V: Voxelman
W: World Generator
P: Procedural Animations

Example:

scons belsE -j4

build editor linux shared (Entity Spell System) with 4 threads

Note: to easily run the editor you can use the editor.sh or editor.bat in the root of the project.

Other

Append v to pass the vsproj=yes parameter to the build script. This will generate Visual Studio project files.

Postfixes

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.

You can use as many as you want.

For example:

scons bel_slim_latomic -j4

slim

With this postfix you can build a slimmed down version of the engine. This disables quite a few unneeded modules.

scons bel_slim -j4

latomic

If you get linker errors while building the game/editor about undefined referenced with atomic related functions you can use this postfix. It will add the -latomic command line switch to the linker flags.

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.

scons bel_latomic -j4

strip

Appends debug_symbols=no to the build command, which will strip the resulting binary from debug symbols.

scons bel_strip -j4

Scons cache, and sdk locations

In order to use scons cache and to tell the build system where some of the required sdks are located you usually have to use environment variables. Most of the time you might just want to add them globally, howewer this is sometimes unfeasible (e.g. you don't have administrator access, or you just want to have multiple sdk versions installed).

In order to solve this a build config file was added.

If you want to use the config simply rename the provided build.config.example to build.config, and customize the settings inside.

Manual Setup

If you you don't want to use the setup script (or just want to know what it actually does), this section will explain how to set everything up manually.

First clone godot. Either my fork (recommended at the moment):

git clone https://github.com/Relintai/godot.git

or the official 3.x master:

git clone https://github.com/godotengine/godot.git -b 3.x

go into engine's modules fodler.

cd godot/modules/

Now go ahead and get every single required engine module from here.

cd ../../

Now if you look at the HEADS file.

It contains the commit hashes for that particular revision for every module and the engine.

You need to go through them and checkout the proper commits.

Now you can go ahead and compile godot normally.

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! See the Compiling section.

https://github.com/Relintai/entity_spell_system.git
https://github.com/Relintai/ui_extensions.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/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/terraman.git

Pulling upstream changes

First pull the changes by calling

git pull orgin master

Then just run scons, to will update the modules.

Upgrading the modules

Note: this is how to update the HEADS file. Normally you don't need to do this.

If you want to update the modules, and the engine to the latest, you can use (action=update):

scons a=u

You can also update different targets: all, engine, modules, all_addons, addons, third_party_addons

For example to update the engine to the latest: scons a=u target=engine