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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>