Separated langpack, concept art for inventory UI

Former-commit-id: 7a98df93b4ef50b47283abcd99576d6fbefc9cc5
Former-commit-id: db6e34417ccf84e59ba68547f30459cb4b188eb7
This commit is contained in:
Song Minjae
2016-07-04 23:08:16 +09:00
parent 2ed435165a
commit 2e46df67a8
91 changed files with 70088 additions and 720 deletions

View File

@@ -0,0 +1,48 @@
The game has elements that are:
- Actors
- Controller
- AI
- JInput (Provided by LWJGL)
- Factioning
- Scheduler
- Physics solver (simple, AABB-oriented)
- _TODO: sprite assembler (character--avatar--maker)_
- Imagefont
- Font drawer
- Hangul character assembler (aka JOHAB)
- Sprite animator (really simple one)
- De/serialiser
- Concurrency helper (really simple one)
- Tiles
- Tile property database
- Items
- Item property database
- _TODO: Material system_
- Map drawer
- Map camera
- Map drawer
- Lightmap renderer
- Map generator
- Utilises Joise Modular Noise Generator
- Additional noise filters
- Real estate
- The registry (a book that records the current owner of tiles on the map. Owner can be a single NPC or faction)
- Utility
- Internationalisation
- Language pack
The elements are connected like:
- Actors
- Controller ← AI, Player Input
- AI ← Factioning, Scheduler
- class "Actor"
- class "ActorWithBody"
with properties like (AIControlled, Factionable, Luminous, Visible, etc.)
- class "NPCIntelligentBase"
- (NPCs that has AI and can be interacted)
- (fixtures, player)
- (any of the invisible actors)