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authorBen Boeckel <MathStuf@gmail.com>2009-08-07 21:55:35 -0400
committerBen Boeckel <MathStuf@gmail.com>2009-08-07 21:55:35 -0400
commit1515d4fac3f28ca9bb466ac8d8c21024b6b02d8e (patch)
treeaa06f93e857ca10dc105af97eed62d420f276d44 /sigmodr
parent1dce60bb270caaf75165ef274b9503e2b0d80eb4 (diff)
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Add Sigmod editing documentation
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+<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 &lsquo;:&rsquo;
+ 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&apos;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
+ &ldquo;positively&rdquo; according to the color scheme and below &frac12;,
+ the cell is colored &ldquo;negatively&rdquo;.</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>