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Copyright update 2017
Former-commit-id: 8c662c7cb637ae4565e95e661b0e627d9bfd7e5a Former-commit-id: 4a5279b47f7c8f4fadb62ee6843b3848f803f433
This commit is contained in:
@@ -1,132 +0,0 @@
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||||
## About gamemaking ##
|
||||
|
||||
### CHALLENGING, NOT PUNISHING ###
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||||
https://www.youtube.com/watch?v=ea6UuRTjkKs
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||||
|
||||
1. CONSISTENT RULES
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||||
- No arbitrary unstoppable death
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||||
|
||||
2. Player's skill involved
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||||
- Can play around, not restart
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||||
|
||||
3. Usability of in-game tools
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||||
- Players should be able to 'regret' their strategy and adjust.
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||||
|
||||
4. Comfortable control
|
||||
|
||||
5. Make players overcome the challenge, not defeating them
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||||
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6. Let players have "aha" moment when they failed.
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||||
- Make them hungry to retry with new strategies.
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||||
- Some small things they've could done differently
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||||
- e.g. "One-big-hit didn't worked, may I should've picked up high DPS one"
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||||
|
||||
|
||||
### MORE DEPTH, LESS COMPLEXITY ###
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||||
https://www.youtube.com/watch?v=jVL4st0blGU
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||||
|
||||
1. Memorise less!
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||||
- Less burden to, even starting the game
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||||
- Start with gentle learning curve, getting slowly steep
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||||
- Intuitive UX (UI, control, ...)
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||||
- Good tutorial = lessens complexity
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||||
|
||||
2. Intuitive!
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||||
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||||
3. Calculations per second
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- reduce!
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||||
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||||
4. Players have to know everything to even begin the play ### FAIL (irreducible complexity)
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- Make them get familiar with rules of the game
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||||
- Dwarf Fortress failed this!
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||||
|
||||
|
||||
### Lots of things players can play with (aka don't make them bored) ###
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||||
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||||
- Combat, battle, building, mechanics, adventure, dungeon explore, spelunking
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||||
- Not scaled; easy combat, tough combat, tedious combat, etc.
|
||||
|
||||
|
||||
### Achieving perfect imbalance ###
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||||
https://www.youtube.com/watch?v=e31OSVZF77w
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||||
|
||||
- Make sure no matter how you skilled, your playable character cannot be good at everything
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||||
- Give players __wide pool of options__ to solve problem
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||||
(kill the boss, defend their adobe, fast transportation, etc.)
|
||||
|
||||
|
||||
**_What feeling do you want to convey?_**
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||||
|
||||
|
||||
### Always think WHY you want to add _something_ on the game ###
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||||
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||||
- e.g. Why are you adding RPG leveling system? What it would do to the players? How would they play with?
|
||||
|
||||
|
||||
See also: *HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS*
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||||
|
||||
|
||||
## About this very game ##
|
||||
|
||||
### Friendlier version of Dwarf Fortress Adventure mode ###
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||||
|
||||
- Yet _lots of fun_
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- Add Fortress mode features by 'make your own settling'
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||||
- Hard to actually die, but once you die, you're done.
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||||
+ Config: imtooyoungtodie for easy mode
|
||||
|
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- Genre: Adventure, Open world (towns in RPG, building, town managing (conquer existing one or
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||||
you build one and persuade existing people to move in) -> See Dwarf Fortress and Animal Crossing)
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||||
|
||||
* Adventure: adventure this vast—5,5 km wide—world, discover new (and good/horrible) things
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||||
|
||||
* Open world:
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||||
- Building: building your own houses, structures, etc.
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||||
- Town managing:
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1. Build your own little hamlet and manage it
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or-
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2. Conquer existing one and become a ruler
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The town is a special hamlet that can be tailored for your taste
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||||
- Survival:
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mobs will trying to attack your assets (yourself, your hamlet, your people)
|
||||
|
||||
|
||||
|
||||
### Side view ###
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||||
|
||||
### Interact menu w/ mouse right ###
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||||
|
||||
### Pixelated sprites ###
|
||||
- Use 2x sprites if rotating does not work well
|
||||
|
||||
|
||||
### User experience ###
|
||||
|
||||
* Indicative mouse cursor
|
||||
|
||||
|
||||
### Game mechanics ###
|
||||
|
||||
* 24 pixels == 1 metre
|
||||
|
||||
|
||||
### Purpose of the game ###
|
||||
|
||||
* Boss
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||||
- Will be mentioned/shown as absolute _evil_.
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||||
- But actually is not.
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||||
|
||||
* Theme
|
||||
- Is an evil really really is what we think?
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||||
- Is there a thing as 'absolute evil'?
|
||||
|
||||
* Boss character
|
||||
- From debugger character
|
||||
- Name key: "Sigriðr hinn Dróttningin" (can be changed)
|
||||
* Little setting
|
||||
- A ruler, hated by people
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||||
|
||||
* Mechanics
|
||||
- Beating boss does not ends the game, but grants an ability to
|
||||
create new character as it.
|
||||
|
||||
@@ -1,160 +0,0 @@
|
||||
*Terrarum* by Minjaesong (Torvald)
|
||||
|
||||
Copyright (C) 2013-2016 Torvald. All rights reserved.
|
||||
mailto: alswo9628 *at* __gmail__ *dot* __com__
|
||||
|
||||
You can use any assets (sprites, fonts, tiles and codes) for your own goods (e.g. texture pack for Minecraft), provided that you gave necessary credit to this game and me, and also notified me.
|
||||
|
||||
----
|
||||
|
||||
*Simplex Noise Generator*, version 2012-03-09 by Stefan Gustavson
|
||||
|
||||
Released as public domain
|
||||
|
||||
----
|
||||
|
||||
*Joise* modular noise library
|
||||
|
||||
Copyright (C) 2013 Jason Taylor.
|
||||
Released as open-source under the Apache License, Version 2.0.
|
||||
|
||||
============================================================================
|
||||
| Joise
|
||||
============================================================================
|
||||
|
||||
Copyright (C) 2013 Jason Taylor
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
============================================================================
|
||||
| Accidental Noise Library
|
||||
| --------------------------------------------------------------------------
|
||||
| Joise is a derivative work based on Josua Tippetts' C++ library:
|
||||
| http://accidentalnoise.sourceforge.net/index.html
|
||||
============================================================================
|
||||
|
||||
Copyright (C) 2011 Joshua Tippetts
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
----
|
||||
|
||||
*Vector2* from Dyn4j
|
||||
|
||||
Copyright (c) 2010-2015 William Bittle http://www.dyn4j.org/
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without modification, are permitted
|
||||
provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice, this list of conditions
|
||||
and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright notice, this list of conditions
|
||||
and the following disclaimer in the documentation and/or other materials provided with the
|
||||
distribution.
|
||||
* Neither the name of dyn4j nor the names of its contributors may be used to endorse or
|
||||
promote products derived from this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
|
||||
IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
|
||||
FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||||
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT
|
||||
OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
Kotlin translated and modified code Copyright (C) 2016 Minjaesong (Torvald)
|
||||
|
||||
----
|
||||
|
||||
Amazing ambient sound recordings:
|
||||
|
||||
ambient_forest_01.ogg
|
||||
ambient_meadow_01.ogg
|
||||
ambient_windy_01.ogg
|
||||
ambient_woods_01.ogg
|
||||
crickets_01.ogg
|
||||
crickets_02.ogg
|
||||
|
||||
Copyright (C) 2012, 2013, 2015, 2016 Klankbeeld
|
||||
Sound from http://www.freesound.org/people/klankbeeld/
|
||||
|
||||
----
|
||||
|
||||
*OpenComputers*
|
||||
|
||||
Copyright (c) 2013-2015 Florian "Sangar" Nücke
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
----
|
||||
|
||||
LuaJ
|
||||
|
||||
Copyright (c) 2007 LuaJ. All rights reserved.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
|
||||
----
|
||||
|
||||
*FREE Seamless-Textures-Generator-2*
|
||||
Version 2.0
|
||||
Photoshop Extension Panel and Actions Set
|
||||
©2015 the-orange-box.com
|
||||
@@ -1,22 +0,0 @@
|
||||
## Atmosphere ##
|
||||
|
||||
* Serene (not all serene of course)
|
||||
* There's living village, abandoned/crumbling settlement and lone shacks on the mountainside
|
||||
* History, much like one in the _Dwarf Fortress_, decaying of the settlement is simulated by the very method, but 1-2 will be forced. The amount is dependent on the size of the map
|
||||
* Reference: _Legend of Zelda: Breath of the Wild Trailer_ (the trailer came much after this game but the video will help you to get a grip)
|
||||
|
||||
## Colour overlay ##
|
||||
|
||||
Colour overlay is set to 6 500 K as untouched. The value must be
|
||||
|
||||
* Increased when:
|
||||
- Overcast (~ 7 000 K)
|
||||
- Freezing area (~ 7 500 K)
|
||||
|
||||
* Decreased when:
|
||||
- Tropical area (~ 5 500 K)
|
||||
|
||||
|
||||
## Sunlight ##
|
||||
|
||||
Sunlight of the midday must have colour temperature of 5 700 K.
|
||||
@@ -1,48 +0,0 @@
|
||||
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)
|
||||
|
||||
|
||||
@@ -1,125 +0,0 @@
|
||||
|
||||
## Weapon tier ##
|
||||
|
||||
Natural / Common Stone -> Copper -> Iron -> Silver -> Titanium
|
||||
Forging --------------> Steel --------^
|
||||
Exotic ('elven') Glass Aurichalcum
|
||||
Special (something 'adamant') ??? (Use material spec of CNT, tensile strength 180 GPa)
|
||||
|
||||
* Metal graphics
|
||||
- Gold: Hue 43, low Saturation
|
||||
- Aurichalcum: Hue 43, mid-high Saturation
|
||||
- Copper: Hue 33,
|
||||
- Copper rust: Hue 160
|
||||
- Iron rust: Hue 21
|
||||
|
||||
|
||||
## Size variation ##
|
||||
|
||||
Race base weapon/tool size <- 10 [kg]
|
||||
Size tolerance <- (50% * str/1000), or say, 20%
|
||||
|
||||
If the size is bigger than tolerable, weapon speed severely slows down, tools become unusable
|
||||
if use time >* 0.75 second, the weapon/tool cannot be equipped.
|
||||
Small weapons/tools gains no (dis)advantage
|
||||
|
||||
When drawing: scale by (craftedWeaponSize / baseWeaponSize)
|
||||
|
||||
Crafted tool/weapon size is dependent to the baseRaceMass.
|
||||
|
||||
|
||||
## Gemstone tier ##
|
||||
|
||||
Topaz -> R·G·B -> Diamond·Amethyst
|
||||
|
||||
|
||||
## Colouring ##
|
||||
|
||||
Natural: Use 4096
|
||||
Magical/Surreal: Use 24 Bits
|
||||
|
||||
* Colouring of potion
|
||||
- Randomised, roguelike fashion
|
||||
- Choose Col(R40, G40, B40) from set of finite cards:
|
||||
39, 39, 19, 19, 0, 0
|
||||
- MULTIPLY blend chosen colour with white texture
|
||||
|
||||
|
||||
## Roguelike identity ##
|
||||
|
||||
* Randomised things
|
||||
- E.g. potion
|
||||
Lime-coloured potion
|
||||
First play: "Potion (???)"
|
||||
After drank: "Potion (Healing)" is revealed.
|
||||
|
||||
Second (new) play: "Potion (???)"
|
||||
After drank: "Potion (Neurotoxin)" is revealed.
|
||||
|
||||
|
||||
## Making sprite ##
|
||||
|
||||
* Layers
|
||||
- (Optional) Glow
|
||||
- (Optional) Hair foreground
|
||||
- Right arm dress
|
||||
- Right arm body
|
||||
- Dress
|
||||
- Boots
|
||||
- Body
|
||||
- (Optional) Hair accessory
|
||||
- Hair
|
||||
- Head
|
||||
- Left arm dress
|
||||
- Left arm body
|
||||
- (Optional) SFX
|
||||
|
||||
* Size
|
||||
- Regular sprite 'height' (hitbox height) : 40 px
|
||||
- Apparent height may vary
|
||||
|
||||
|
||||
## Chargen ##
|
||||
|
||||
* Select hair, colours, then compile them into single spritesheet
|
||||
|
||||
* NO gender distinction, but have masculine/neutral/feminine looks (in clothing, hairstyles, etc.)
|
||||
|
||||
* Colour: 4096 colours (12-bit 0x000 - 0xFFF)
|
||||
|
||||
* Base mass: 60 kg
|
||||
|
||||
|
||||
## Food/Potion dose ##
|
||||
|
||||
Scale ^ 3 ^ (3/4) == (ThisWgt / TargetWgt) ^ (3/4)
|
||||
|
||||
|
||||
## (De)serialisation ##
|
||||
|
||||
see SAVE_FORMAT.md
|
||||
|
||||
|
||||
## Actor as universal tool ##
|
||||
|
||||
* Utility tiles that have states (e.g. noteblock) are implemented using Actor.
|
||||
|
||||
|
||||
## NPC Killing ##
|
||||
|
||||
* AI:
|
||||
Attacked first: Warn player to not attack
|
||||
Attacked second: The NPC becomes hostile until player sheathe the weapon
|
||||
Attacked thrice: All the NPCs within the same faction become hostile until the player is away
|
||||
|
||||
|
||||
## Ownership of lands ##
|
||||
|
||||
* Codex of Real Estate → assign owner to the tiles → copy the information to the NPC instance
|
||||
|
||||
|
||||
## Health and magic point ##
|
||||
|
||||
* Works like Ampere in electronics.
|
||||
- Health: Regen per time
|
||||
- Magic: Out power per time
|
||||
@@ -1,40 +0,0 @@
|
||||
## Gadgets ##
|
||||
|
||||
### Looms for custom pattern ###
|
||||
|
||||
- Players can create their own décors (hang on wall), dresses.
|
||||
- Two looms (216 colour mode, 4096 colour mode)
|
||||
|
||||
|
||||
### Music making ###
|
||||
|
||||
- Automated glockenspiel thingy
|
||||
- Single tile can hold 48 notes, single track
|
||||
- Work like Modtracker, incl. physical arrangements
|
||||
|
||||
Arrangements in the map
|
||||
Time →→→→
|
||||
voice 1 → □□□□□□□□□□□□□□□□...
|
||||
voice 2 → □□□□□□□□□□□□□□□□...
|
||||
↑ played simultaneously along the X-axis
|
||||
|
||||
- Each tracker head and body are connected by placing tracks adjacent to each other or connecting them with wire.
|
||||
Connect two or more tracker head to play the array of trackers play simultaneously (multi-tracking)
|
||||
|
||||
- Serialisation
|
||||
|
||||
<actorid>.json
|
||||
{
|
||||
notes = [arr<int>, fixed size of 48],
|
||||
speed = 120
|
||||
}
|
||||
|
||||
*int: (0-63) number of the note pitch that is struck. 32: Middle C (C3).
|
||||
'A' just above of Middle C (A3) has base pitch of 440 Hz.
|
||||
*speed: in BPM
|
||||
|
||||
|
||||
## Aimhack ##
|
||||
|
||||
- Include a valid way of obtaining Aimhack (possessed weapon shit?)
|
||||
- Implement it on ```<item>.primaryUse(gc, delta)```
|
||||
@@ -1,9 +0,0 @@
|
||||
|Range|Description|
|
||||
|-----|-----------|
|
||||
|0..4095|Tiles|
|
||||
|4096..32767|Items (static)|
|
||||
|32768..1048575|Items (dynamic\*)|
|
||||
|1048576..0x7FFFFFFF|Actors|
|
||||
|0x80000000..0xFFFFFFFF (all negative numbers)|Faction|
|
||||
|
||||
* dynamic items can have their own properties that will persist through savegame.
|
||||
@@ -1,56 +0,0 @@
|
||||
## Format ##
|
||||
|
||||
* Save meta
|
||||
- GZip'd binary (for more security)
|
||||
- Filename : world (with no extension)
|
||||
|
||||
|Type |Mnemonic |Description |
|
||||
|------------|------------|---------------------------------------|
|
||||
|Byte[4] |TESV |Magic |
|
||||
|Byte[n] |name |Savegame name, UTF-8 |
|
||||
|Byte |NULL |String terminator |
|
||||
|Byte[8] |terraseed |Terrain seed |
|
||||
|Byte[8] |rogueseed |Randomiser seed |
|
||||
|Byte[32] |hash1 |SHA-256 hash of worldinfo1 being stored (when not zipped)|
|
||||
|Byte[32] |hash2 |SHA-256 hash of worldinfo2 being stored (when not zipped)|
|
||||
|Byte[32] |hash3 |SHA-256 hash of worldinfo3 being stored (when not zipped)|
|
||||
|Byte[32] |hash4 |SHA-256 hash of worldinfo4 being stored (when not zipped)|
|
||||
|
||||
Endianness: Big
|
||||
|
||||
* Actor/Faction data
|
||||
- GZip'd GSON
|
||||
- Filename : (refid) (with no extension)
|
||||
|
||||
|
||||
* Prop data
|
||||
- GZip'd CSV
|
||||
- Filename : (with no extension)
|
||||
worldinfo2 -- tileprop
|
||||
worldinfo3 -- itemprop
|
||||
worldinfo4 -- materialprop
|
||||
|
||||
|
||||
* Human-readable
|
||||
- Tiles_list.txt -- list of tiles in csv
|
||||
- Items_list.txt -- list of items in csv
|
||||
- Materials_list.txt -- list of materials in csv
|
||||
|
||||
|
||||
|
||||
## How it works ##
|
||||
* If hash discrepancy has detected, (hash of csv in save dir != stored hash || hash of TEMD != stored hash), printout "Save file corrupted. Continue?" with prompt "Yes/No"
|
||||
|
||||
Directory:
|
||||
|
||||
+--- <save1>
|
||||
--- 2a93bc5fd...f823 Actor/DynamicItem/Faction/etc. data (JSON)
|
||||
--- 423bdc838...93bd Actor/DynamicItem/Faction/etc. data (JSON)
|
||||
--- Items_list.txt Human-readable
|
||||
--- Materials_list.txt Human-readable
|
||||
--- Tiles_list.txt Human-readable
|
||||
--- world save meta (binary, GZip)
|
||||
--- worldinfo1 TEMD (binary, GZip)
|
||||
--- worldinfo2 tileprop (GZip)
|
||||
--- worldinfo3 itemprop (GZip)
|
||||
--- worldinfo4 materialprop (GZip)
|
||||
@@ -1,19 +0,0 @@
|
||||
## Minimum requirements ##
|
||||
|
||||
* Any CPU with 1.8 GHz in speed
|
||||
* GPU that supports OpenGL 2.0, is capable of 4K texture (8K for Chinese/Japanese language)
|
||||
* 2 GB of RAM
|
||||
* 2 GB of free disk space
|
||||
|
||||
## Recommended requirements ##
|
||||
|
||||
* Intel i5 with 2.4+ GHz in speed (or any CPU with 4 or more threads, 2.4+ GHz in speed)
|
||||
* GPU that supports OpenGL 2.0, is capable of 8K texture
|
||||
* 4 GB of RAM
|
||||
* 5 GB of free disk space
|
||||
|
||||
## Tested environment ##
|
||||
|
||||
(to devs: please extend this list with your test results!)
|
||||
|
||||
* MacBookPro9,2 (MacBook Pro 13 inch mid-2012)
|
||||
Reference in New Issue
Block a user