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author | Ben Boeckel <MathStuf@gmail.com> | 2009-08-07 21:55:35 -0400 |
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committer | Ben Boeckel <MathStuf@gmail.com> | 2009-08-07 21:55:35 -0400 |
commit | 1515d4fac3f28ca9bb466ac8d8c21024b6b02d8e (patch) | |
tree | aa06f93e857ca10dc105af97eed62d420f276d44 /sigmodr/doc | |
parent | 1dce60bb270caaf75165ef274b9503e2b0d80eb4 (diff) | |
download | sigen-1515d4fac3f28ca9bb466ac8d8c21024b6b02d8e.tar.gz sigen-1515d4fac3f28ca9bb466ac8d8c21024b6b02d8e.tar.xz sigen-1515d4fac3f28ca9bb466ac8d8c21024b6b02d8e.zip |
Add Sigmod editing documentation
Diffstat (limited to 'sigmodr/doc')
-rw-r--r-- | sigmodr/doc/editing-sigmod-general.png | bin | 0 -> 20488 bytes | |||
-rw-r--r-- | sigmodr/doc/editing-sigmod-typechart.png | bin | 0 -> 19964 bytes | |||
-rw-r--r-- | sigmodr/doc/editing-sigmod-worldmap-grid.png | bin | 0 -> 21270 bytes | |||
-rw-r--r-- | sigmodr/doc/editing-sigmod-worldmap.png | bin | 0 -> 11822 bytes | |||
-rw-r--r-- | sigmodr/doc/editing-sigmod.docbook | 197 |
5 files changed, 197 insertions, 0 deletions
diff --git a/sigmodr/doc/editing-sigmod-general.png b/sigmodr/doc/editing-sigmod-general.png Binary files differnew file mode 100644 index 00000000..2fa8ac20 --- /dev/null +++ b/sigmodr/doc/editing-sigmod-general.png diff --git a/sigmodr/doc/editing-sigmod-typechart.png b/sigmodr/doc/editing-sigmod-typechart.png Binary files differnew file mode 100644 index 00000000..12e1f754 --- /dev/null +++ b/sigmodr/doc/editing-sigmod-typechart.png diff --git a/sigmodr/doc/editing-sigmod-worldmap-grid.png b/sigmodr/doc/editing-sigmod-worldmap-grid.png Binary files differnew file mode 100644 index 00000000..1c847b36 --- /dev/null +++ b/sigmodr/doc/editing-sigmod-worldmap-grid.png diff --git a/sigmodr/doc/editing-sigmod-worldmap.png b/sigmodr/doc/editing-sigmod-worldmap.png Binary files differnew file mode 100644 index 00000000..c42b53c1 --- /dev/null +++ b/sigmodr/doc/editing-sigmod-worldmap.png diff --git a/sigmodr/doc/editing-sigmod.docbook b/sigmodr/doc/editing-sigmod.docbook new file mode 100644 index 00000000..b5eacdb4 --- /dev/null +++ b/sigmodr/doc/editing-sigmod.docbook @@ -0,0 +1,197 @@ +<chapter id="editing-sigmod"> + <chapterinfo> + <authorgroup> + <author> + &Ben.Boeckel; + &Ben.Boeckel.mail; + </author> + <!-- TRANS:ROLES_OF_TRANSLATORS --> + </authorgroup> + <date>2009-08-07</date> + </chapterinfo> + <title>Sigmod</title> + + <sect1 id="sigmod-description"> + <title>Description</title> + <para>The top-level data structure keeps information about the &sigmod; for + the engine as well as kendling interconnections between the other data + structures that do not (or cannot) be handled elsewhere. The + <link linkend="sigmod-typechart">type effectiveness chart</link> controls + how effective types are against one another in battle and the + <link linkend="sigmod-worldmap">world map editor</link> describes how maps + are positioned in the world relative to each other.</para> + </sect1> + + <sect1 id="sigmod-general"> + <title>General Information</title> + + <screenshot id="screen-sigmod-general"> + <screeninfo>General tab in &sigmod; editing</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="editing-sigmod-general.png" format="PNG" /> + </imageobject> + <textobject> + <phrase>General tab in &sigmod; editing</phrase> + </textobject> + </mediaobject> + </screenshot> + + <para>In the <guilabel>General</guilabel> tab, there are the following + values:</para> + + <variablelist> + <varlistentry> + <term>Title</term> + <listitem> + <para>The title of the &sigmod;. Anything after a ‘:’ + is understood to be a subtitle, so that a single &sigmod; may have + different flavors, e.g. <userinput>Ice Cream: Vanilla Flavor</userinput> + or <userinput>Ice Cream: Chocolate Flavor</userinput>.</para> + </listitem> + </varlistentry> + <varlistentry> + <term>Version</term> + <listitem> + <para>The version number of the &sigmod;. This is used to check + whether the &sigmod; is newer than another of the same + <guilabel>Title</guilabel>.</para> + </listitem> + </varlistentry> + <varlistentry> + <term>Description</term> + <listitem> + <para>Short text describing the &sigmod;. A sentence or two. Don't + stress yourself out.</para> + </listitem> + </varlistentry> + <varlistentry> + <term>Single player</term> + <listitem> + <para>If checked, the &sigmod; will not be allowed to serve as a + multi-user dungeon game.</para> + </listitem> + </varlistentry> + <varlistentry> + <term>Start Script</term> + <listitem> + <para>This is a script that is executed upon the game loading. It should + handle a main menu as well as loading saved games and connecting to + servers for online games. Scripting is described in +<!-- TODO: Uncomment when link works + <link linkend="scripting">its Chapter</link>.</para> + --> + its Chapter.</para> + </listitem> + </varlistentry> + </variablelist> + </sect1> + + <sect1 id="sigmod-typechart"> + <title>Typechart</title> + + <screenshot id="screen-sigmod-typechart"> + <screeninfo>Typechart editing</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="editing-sigmod-typechart.png" format="PNG" /> + </imageobject> + <textobject> + <phrase>Typechart editing</phrase> + </textobject> + </mediaobject> + </screenshot> + + <para>The typechart is a matrix of multipliers related to how effective one + type is against another. To interpret the typechart, the type that is on the + offense is on the left. Across the top is the defending type for each defense + type. By multiplying the factors together, the overall type effectiveness + multipler is found.</para> + + <para>In the typechar, the cells are colored to help find particularly + effective or ineffective type matches. Above 2, the cell is colored + “positively” according to the color scheme and below ½, + the cell is colored “negatively”.</para> + </sect1> + + <sect1 id="sigmod-worldmap"> + <title>World Map</title> + + <important> + <para>The world map editor is incomplete. This will become a higher + priority when the <acronym>RPG</acronym> elements of the game engine are + further along.</para> + </important> + + <warning> + <para>Validation for world map placement is not in place yet. This means + that maps may have gaps between them and players can reach an edge which + does not go anywhere. All that is currently done is making sure that maps + do not overlap each other (though this is not 100% working either).</para> + </warning> + + <screenshot id="screen-sigmod-worldmap"> + <screeninfo>World map editing</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="editing-sigmod-worldmap.png" format="PNG" /> + </imageobject> + <textobject> + <phrase>World map editing</phrase> + </textobject> + </mediaobject> + </screenshot> + + <para>Editing the world map involves moving the maps that are marked as + being on the world map in positions relative to each other. There are a few + things shown in the screenshot above. The smaller boxes are maps (without + any visible tiles). Gray bordered maps may be moved around and red bordered + maps are locked. Maps can be locked and unlocked with + <keycombo>Space</keycombo>. When hovered or focused, maps will be tinted. + </para> + + <screenshot id="screen-sigmod-worldmap-grid"> + <screeninfo>Grid viewing in world map editor</screeninfo> + <mediaobject> + <imageobject> + <imagedata fileref="editing-sigmod-worldmap-grid.png" format="PNG" /> + </imageobject> + <textobject> + <phrase>Grid viewing in world map editor</phrase> + </textobject> + </mediaobject> + </screenshot> + + <para>In this screenshot, there are a couple of things displayed:</para> + + <variablelist> + <varlistentry> + <term>Grid</term> + <listitem> + <para>The light gray lines are a grid for alignment. There is no snapping + to the grid lines.</para> + </listitem> + </varlistentry> + <varlistentry> + <term>Zoom</term> + <listitem> + <para>There is also a zoom slider for the world map so that a wider view + of the entire world can be seen.</para> + </listitem> + </varlistentry> + <varlistentry> + <term>Show walkable area</term> + <listitem> + <para>This turns the map into a monochrome image. Black areas are + opaque to players on the map. Other areas my have effects limiting player + access, but there is no map geometry obstructing the player.</para> + </listitem> + </varlistentry> + </variablelist> + + <para>When moving maps around, they will collide with any maps that have + been locked into position. While dragging over an area that is completely + locked down, the editor will try to determine the closest available position + to the cursor. It currently is buggy and incomplete.</para> + </sect1> +</chapter> |