7.4 KiB
Broken Seals
In order to open the game project in Godot, you need See Here
Binary releases will be available eventually.
Keep in mind, that most of the work went into the engine modules so far, and the style itself.
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.
This game (with the engine modules) was ported from unity, because it kind of hit the limits of that engine. (Not rendering-wise)
- Basically imagine having about 20 assembly definitions, a main assembly definition, which are just a bunch of interfaces, and everything
- dependency-injecting itself into it, and still having a 30-ish second compile time, while constantly running into unfixable bugs, and
- having to work around "simple" problems, like implementing a networking solution on top of LLAPI. Alone.
And the reason for me to tell you is:
-Implementing spells did not get too much priority in this version, meaning like half of them doesn't work at all. -In the other version I tried to have bindings for controllers, so that they can use lots of spells, it works, and it's not bad at all, but it's not yet implemented into this one. (It was pretty much implemented as bindable control keys) -Sounds were not implemented at all yet. -With the graphics I only worked to get the style itself right.
Except for these features however, this version is way more advanced, than the unity one! c++, and godot conventions allowed me to change the code design into something that is pretty much on an another level feature-potential wise.
So it will not take long to implement most if the missing features themselves, as the basic scaffolding is there already.
Now all of these will get higher priority.
Screenshots
Currently the game looks like this:
Editing the game
In order for you to open the game in the editor you will need a custom built version, which can be downloaded from the releases tab, or if you want to build it, chech the Compiling section.
Once you have the proper editor, you should also grab the addons.
You will need scons installed. Scons is required to build godot aswell, so the official godot docs already contain information on how to set it up here.
in the project's folder call:
scons t=all_addons
Note that if you built the editor yourself (a.k.a you already ran the command scons
), you will already have these, and you can skip this step.
Project architecture
This is the main game, it has scripts so compiling, and setting up the engine is really easy.
To be able to open this project you will need a few engine modules compiled into godot, (The setup script will grab these) namely:
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
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:
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, either by going into the engine folder and following the official docs, or by using build words without changing directories. (These are inspired by how pacman works.)
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
,
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".
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 ther system builds in release_debug.
Append d
for debug, and 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 while it's build like this, you can use the editor.sh in the root of the project.
Scons cache, and sdk locations
Unfortunately the sdk locations and the scons cache location is hardcoded atm, as I kind of forgot about it. This will be fixed very soon.
In the meantime you can always just go into the engine directory,
cd engine
and compile godot using the official docs.
Pulling upstream changes
After you pull changes, just run scons
, it will update the dependencies.
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