An open source third person action RPG with multiplayer support.
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SConstruct

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.

In order to open the game project in Godot, you need a custom built Godot editor! See here.

Screenshot:

Broken Seals

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 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 here.

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! See the 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

Compiling

First make sure, that you have everything installed to be able to compile the engine. See: See the official docs for compiling Godot for more info.

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, either by going into the engine folder and following the official docs, or by using build words without changing directories.

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 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.

Scons cache, and sdk locations

Unfortunately the sdk locations and the scons cache location is hardcoded at the moment, 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

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