diff --git a/crash.patch b/crash.patch deleted file mode 100644 index 876b61d..0000000 --- a/crash.patch +++ /dev/null @@ -1,44 +0,0 @@ -diff --git a/src/tiles.rs b/src/tiles.rs -index 4b6288e..5e62b95 100644 ---- a/src/tiles.rs -+++ b/src/tiles.rs -@@ -52,6 +52,7 @@ impl Bg { - h: 0, - }, - layer: (), -+ blend_graphic: String::new(), - } - } - } -@@ -76,6 +77,7 @@ impl Mid { - h: 32, - }), - }, -+ blend_graphic: String::new(), - } - } - } -@@ -92,6 +94,7 @@ impl Fg { - h: 0, - }, - layer: (), -+ blend_graphic: String::new(), - } - } - } -@@ -145,6 +148,7 @@ where - pub graphic_name: String, - pub tex_rect: IntRect, - pub layer: Layer::SpecificDef, -+ pub blend_graphic: String, - } - - #[derive(Debug, Inspect, Default, Serialize, Deserialize)] -@@ -179,6 +183,7 @@ where - graphic_name: Default::default(), - tex_rect: Default::default(), - layer: Layer::SpecificDef::default(), -+ blend_graphic: String::new(), - } - } - } diff --git a/design/data.md b/design/data.md deleted file mode 100644 index 8cc7246..0000000 --- a/design/data.md +++ /dev/null @@ -1,11 +0,0 @@ -Tile - -9 bits bg -9 bits mid -9 bits fg 32 bits -3 bits slope -2 bits fg state (0: fg has ore, 1: bg has ore, 2: both have ores) - -5 bits liquid type -6 bits paint 16 bits -5 bits reserved \ No newline at end of file diff --git a/design/design.md b/design/design.md deleted file mode 100644 index 03469d6..0000000 --- a/design/design.md +++ /dev/null @@ -1,82 +0,0 @@ -# Premise - -- Evil source at bottom of playable map -- Evil is surging upwards -- Player is the one tasked with going to the bottom and destroying evil source -- Very long way to bottom -- Going deeper = main source progression -- Barriers to going deeper, gotta craft gear, etc. to be able to go deeper -- Tower defense elements, have to craft and set up defensive structures - -# Details - -## Timing -Timing is tick based. -Every frame is considered a tick. -The game is locked at 60 fps to simplify implementation. - -## Scale -Player character is slightly below 1.5 m height. -1 meter = 2 blocks. -1 block = 0.5 meters. -Player character is about 3 blocks high. (slightly less so they fit comfortably) - -## Map Size - -World is roughly 100,000x100,000 blocks large. -I've done some measurements and I believe it's large enough that it should convey -the scale of digging very deep, which is what the game is about. -Layer below 30 km is the mantle (after which the game is named). -The evil source is at about 35 km. -The final goal is the evil source, so player is expected to mine about 35 km deep to beat the game. -1 meter = two tiles. 35 km = 70,000 tiles deep. -There could be some post-endgame content from 35-40 kms deep. -Very unbreakable bottom or lava lake or whatever is at 80,000 blocks (40 km) deep. - -## Biomes -Only a few surface biomes -- At center is forest biome -- On one side: - - Jungle - - Desert -- On other side: - - Longer stretch of forest biome than other side - - Ice biome - -All other biome variety should come from going deeper. -Progressively more difficult variants of each biome as you go down. -30 km is mantle level, at which point no ice or sand or such reaches. -It's all mantle level specific biomes all the way horizontally. - -## Number of stuff - -- At least 50 ore types + 50 gem/etc. types. Copper/Coal could be an ore-gem/etc. pair for example. -- On average, one new pair every 750 meters, up to 37 kilometers. - The last stretch of 3 km to the bottom is a "buffer zone" of no new content, just more of the same. -- The rate of new pairs could start out quicker, for example every 300 meters or so, - to make early-game less boring, but gradually become less frequent, up to a kilometer gap. -- At least 50 stone types -- Maybe background tiles and other stuff, like different break overlay animations - - -# Multiplayer - -Multiplayer adds a lot of complexity, so I'm going to develop the prototype of the game without -any multiplayer support. -But if people like the general idea, they can help create a multiplayer version eventually. - -# Crafting - -- You need a workstation to be able to craft anything. - This incentivizes building bases and retreating to them, instead of the "nomad" - lifetyle many games of this kind allow. - -- Most stations don't have inventory items that can be pre-crafted and placed. - Instead, they have to be constructed on the spot, taking construction time. - This discourages building makeshift crafting areas in the middle of nowhere. - -# Supported platforms -- Windows -- Linux - -Other platforms can be supported if community helps support them. diff --git a/design/ideas.md b/design/ideas.md deleted file mode 100644 index 7b12cca..0000000 --- a/design/ideas.md +++ /dev/null @@ -1,15 +0,0 @@ -Various random ideas that aren't (yet) part of the design - -- Character is 1.5 blocks tall -- Can crawl to fit inside 1 block tall gaps - - -- Multiple tile layers. - - Back layer - - Wall layer - - Ore/misc insert layer - -- No world hopping. - Characters are worlds are linked together, like in Minecraft. - -- No respawn after quit&save. 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