Summary Files Commits Branches @commit @diff @stats
path: root / src
diff options
context:
space:
mode:
Commit711642bd7757ac8b6059851f6d927a3bcd9a5553 (patch)
Author
 Syndamia <kamen.d.mladenov@protonmail.com>
2020-11-25 16:45:12 +0200
Committer
 Syndamia <kamen.d.mladenov@protonmail.com>
2020-11-25 16:45:12 +0200
Files3e2dc683e31896009d63d8970993f8d2d8e9bb36 /src
syndamia.com-711642bd7757ac8b6059851f6d927a3bcd9a5553.tar
syndamia.com-711642bd7757ac8b6059851f6d927a3bcd9a5553.tar.gz
syndamia.com-711642bd7757ac8b6059851f6d927a3bcd9a5553.zip
Parent959a4799a950dfee2232e7aed763f985e84762a0 (diff)
Finished rework of Mundus project article
2 files changed, 54 insertions, 90 deletions
-rw-r--r--src/projects/mundus/basic-concepts.md68
-rw-r--r--src/projects/mundus/user-interface.md76
diff --git a/src/projects/mundus/basic-concepts.md b/src/projects/mundus/basic-concepts.md
index d9b4b3c..e47697e 100644
--- a/src/projects/mundus/basic-concepts.md
+++ b/src/projects/mundus/basic-concepts.md
@@ -1,84 +1,78 @@
# Mundus - Basic Concepts
-**Article Created: 21 May 2020** || **Last Edited: 10 September 2020**
+**Article Created: 21 May 2020** || **Last Edited: 25 November 2020**
[`<<`](./introduction.html) || [`< User Interface`](./user-interface.html)
-## [*Due for rework*](/rework.html)
-
---
-Despite the fact that I tried my best to make the game as intuitive as possible, there are things you need to understand about how it works.
+Even though the game is quite unfinished, there are still a fair bit of mechanics I've developed.
## Tiles
-The ingame world (map) is composed of squares, called **tiles**, everything is a type of tile. The main purpose of tiles is to hold textures (amongst other important information). There are two main categories of tiles: items and mobs. Mobs (mobile object for short) are the creatures in the game. On the contrary, items are everything else, from the tools, to the trees.
-
-There is only one type of **mob tile** and that is **MobTiles**.
-
-All mobs have a couple of properties:
+The in game world (map) is composed of squares, called tiles. Everything is a type of tile. There are two main categories of tiles: items and mobs. Mobs (mobile object for short) are the creatures in the game, while items are everything else, from the tools, to the trees.
-- **health** (if it drops to or below 0, they die)
+There is only one type of mob tile and that is `MobTiles`. All mobs, with the exception of the player, have the same functionality and properties:
-- **defence** (reduces or completely negates certain amounts of damage)
+- health - if it drops to or below 0, they die
-- **inventory**
+- defence - reduces or completely negates certain amounts of damage
-- **random movement qualifier** (used for random movement around the world)
+- inventory
-- **item that is dropped upon death** (health <= 0)
+- random movement qualifier - used for randomized movement around the world (does not apply to the player)
-- **the superlayer they are currenly in**
+- item that is dropped upon death
-**Items**, however, are divided into:
+- the superlayer they are currently in
-- **Material tiles** are primarly used for crafting. Some tools are "consumable", meaning they can be consumed by the mob, which removes them from the inventory and changes the value of some property. In your inventory they are surrounded in oringe.
+Items, however, are divided into:
-- **Gear tiles** are something you equip (in your accessories and gear inventories) that boost your stats. In your inventory they are surrounded in purple.
+- Material tiles: primary used for crafting. Some of them are "consumable", meaning they can be consumed by the mob, which removes them from the inventory and changes a property of the mob. In your inventory they are surrounded in orange.
-- **Ground tiles** are the tiles on the superlayer ground. For example, grass, water, sand are all ground tiles, because structures and mobs will be walking on top of them.
+- Gear tiles: something you equip (in your accessories and gear inventories) that modifies properties of the mob. In your inventory they are surrounded in purple. None are implemented.
-- **Structure tiles** are tiles that can be placed in the world. For example, a tree is a type of structure tile. Some of them can be picked up. For example, a ladder is something you can have in your inventory, but something you can also place. They have a health and a dropped item (they drop their dropped item each time they're hurt). In your inventory they are surrounded in red.
+- Ground tiles: the tiles on the superlayer ground, like the grass tile. Mobs and structure tiles reside on top of them. They also separate the superlayers.
-- **Tool tiles** are used for interracting (changing) the environment of the world. There are four types:
+- Structure tiles: tiles that can be placed in the world, like a tree. Some of them can be picked up, like a ladder, but most drop a different item each time they take damage. In your inventory they are surrounded in red.
- - With a **shovel** you can dig up (remove) ground tiles from ground layer (see Layers and superlayers).
+- Tool tiles: used for interacting (changing) the environment of the world. In your inventory they are surrounded in blue. There are four types, depending on their capabilities:
- - **Axes** are used to break (remove) wooden structures (trees, ladders, ...).
+ - Shovels: you dig up (remove) ground tiles from ground layer
- - **Pickaxes** are used for breaking (removing) structures made from hard materials (rocks, boulders, ...).
+ - Axes: used to break (remove) wooden structures (trees, ladders, ...)
- - **Swords** are used for damaging mobs.
+ - Pickaxes: used for breaking (removing) structures made from hard materials (rocks, boulders, ...)
- Tools aren't interchangeable, you can't use an axe to mine a bouder or an axe to kill a cow. In your inventory they are surrounded in blue.
+ - Swords: used for damaging (killing) mobs
## Layers and superlayers
-The ingame world (map) is composed of **superlayers**. Superlayers represent each elevation level in the world. There are in total 5 superlayers (not all are implimented): **Space**, **Sky**, **Land**, **Underground**, **???**.
+The in game world (map) is composed of superlayers. Superlayers represent each elevation level in the world. Conceptually, there are in total 5 superlayers: Space, Sky, Land, Underground and ???, although only Sky, Land and Underground are implemented.
-Each superlayer is composed of 3 layers: **Structure**, **Mob** and **Ground**. Each one of them contains a specific type of tiles, structure tiles are only stored in "structure" layer, ground tiles only in "ground" layer and mob tiles only in "mob" layer. Even though, they are different layers, there are some rules for the interraction between them:
+Each superlayer is composed of 3 layers: Structure, Mob and Ground. Each one of them contains a specific type of tiles, meaning structure tiles are only stored in "structure" layer, ground tiles only in "ground" layer and mob tiles only in "mob" layer. Even though, they are different layers, there are some rules for the interaction between them:
-- **Mobs can't be on top of structures** (except if the structure is marked as "walkable")
+- **Mobs cannot be on top of structures**, except if the structure is marked as "walkable"
-- **Structures cannot be placed on top of mobs** (except if the strucure is marked as "walkable")
+- **Structures cannot be placed on top of mobs**. "Walkable" structures can be placed below a mob.
-- **Structures cannot be placed on top of holes** (empty spots in the ground layer), **except if they are "climable"**, in which case they will be placed on the structure layer on the superlayer below. Mobs also cannot be on top of holes (they fall to the superlayer below)
+- **Structures cannot be placed on top of holes** (empty spots in the ground layer), **except if they are "climable"**, in which case they will be placed in the structure layer on the superlayer below. Mobs also cannot reside on top of holes (they fall to the superlayer below)
## Inventory
-Each mob can store certain amount of item tiles. That is done in it's **inventory**. The inventory is comprised of 4 parts:
+Each mob can store certain amount of item tiles. That is done in it's inventory. The inventory is comprised of 4 parts:
-- **Hotbar** can have all item tiles (except groundtiles). It should be used for the most important items in the inventory. In the UI you don't need to have the inventory menu open to use items from the hotbar.
+- Hotbar: a place for having access to a small amount of items at all times. It can contain all item tiles, except groundtiles
-- **Items** is used as a bulk storage. It can hold any type of item tile and is the largest part of the inventory.
+- Items: used for bulk storage, it can hold any type of item tile and is the largest part of the inventory
-- **Accessories** and **Gear** are used only to store gear tiles.
+- Accessories and Gear: used only for storing gear tiles
## Crafting
-Creating different item tiles is done through **crafting**. Each craftable item requires from one to five different materials in different quantities. The item tiles must be inside the "items" part of your inventory.
+Creating new item tiles is done through crafting. Each craftable item requires one to five different materials in different quantities. The item tiles must be inside the "items" part of your inventory.
## Event logs
-Certain actions you do in the game are stored in memory as messages (logs). They are also used to give you information that you couldn't get otherwise. For example, there is a log if you can't climb up a superlayer because a mob is blocking the way, or when you damage/kill a structure or mob.
+Certain actions you do in the game are stored in memory as messages (logs). They are also used to give you information that you couldn't get otherwise, for example, there is a log when you can't climb up a superlayer because a mob is blocking the way, or when you damage/kill a structure or mob.
diff --git a/src/projects/mundus/user-interface.md b/src/projects/mundus/user-interface.md
index ab2a3b4..8214d71 100644
--- a/src/projects/mundus/user-interface.md
+++ b/src/projects/mundus/user-interface.md
@@ -1,22 +1,24 @@
# Mundus - User Interface
-**Article Created: 21 May 2020** || **Last Edited: 10 September 2020**
+**Article Created: 21 May 2020** || **Last Edited: 25 November 2020**
[`<<`](./introduction.html) || [`< History`](./history.html) || [`Basic Concepts >`](./basic-concepts.html)
-## [*Due for rework*](/rework.html)
-
---
-**Note: all screenshots are made in Linux with Mint-Y theme.**
+The user interface shows how unfinished the whole thing is, you can find many unimplemented options and features. Even then, there is a lot you can do.
+
+A lot of the topics covered are explained in more detail in [Basic Concepts](./basic-concepts.html).
+
+**Note:** all screenshots are made in Linux with Mint-Y theme.
## Main screen
![](./img/main-screen.png)
-We start off at the **main screen**.
+We start off with the main screen.
-Here you can **load a save file** (_not implimented_), **create a new game**, **view the tutorial** (_not implimented_), or **change settings** (_not implimented_).
+Only the `Create a new game` button is implemented, although the `Settings` one does open a blank window.
## Create new game
@@ -24,15 +26,15 @@ Here you can **load a save file** (_not implimented_), **create a new game**, **
Creating a game gives you a couple of options:
-- **Game Mode**: Here you can select survival, in which you will start with almost no items and creative (_not implimented_) where you will have access to all items at all times.
+`Game Mode` - Survival is the only implemented option, where you start with almost no items and have to gather food and materials. Creative was supposed to be the opposite, giving you access to all items and making you invincible.
-- **Difficulty**: In higher difficulties, your energy gets depleated much more quickly and trees, boulders and mobs are rarer.
+`Difficulty` - Higher the difficulty, the more your energy gets depleted and the less trees, boulders and mobs there are.
-- **Screen & Inventory size**: The screen is the world area that you can see. Because of the user interface I use, the two are connected.
+`Screen & Inventory size` - The screen is where you navigate the in game world. The way the user interface works, both are linked.
-- **Map size**: Map size is currently determined by the Screen & Inventory size, the higher the size, the smaller the map.
+`Map size` - Map size (in survival mode) is determined by the Screen & Inventory size, the higher the size, the smaller the map.
-**Note: all game window screenshots are made with the Small Game Window.**
+**Note:** all game window screenshots are made with the `Small Game Window`.
## Game Window
@@ -40,67 +42,35 @@ Creating a game gives you a couple of options:
After the world is generated, the game window opens.
-A the top you have your **(game) screen**. Here you can see the world. To navigate click on a place you want to go to. If you want to alter the envirnment, first click on an item (that can modify the world) and click the place you want to alter.
-
-Below that is your **energy bar**. Each mob (including the player) has an energy bar, each action you take takes energy. If your energy gets depleated, you start taking damage for each action you take. To replenish energy, kill mobs and consume their meats.
-
-Then you have your **health**. It represents how much life you have. If it drops to zero, you die (_not fully implimented_).
+At the top you have your (game) screen. Here you interact with the in-game world. Navigation is done by clicking on a place you want to go to. If you want to alter the environment, first click on an item, that can modify the world and click the thing you want to alter.
-Underneath that, there is your **hotbar**. It is a part of your inventory (for more information, consult [Basic Concepts](basic-concepts.html).
+Below that is your energy bar. Each mob, including the player, has an energy bar. Each action you do takes energy. If your energy gets depleted, you start taking damage for everything you do. Eating meat from killing mobs is the only way to replenish it.
-After that, you have the **Event log button** and some of the most recent events. Clicking the Event log button opens a window from which you can browse all event logs. For more information, consult [Basic Concepts](./basic-concepts.html).
+Then you have your health. It represents how much life you have. If it drops to zero, you die, although no end screen is developed.
-To the sides there are a couple of buttons:
+Underneath that, there is your hotbar. It is a part of your inventory.
-- **Map** - opens the map menu
-
-- **Inv** - opens the inventory menu
-
-- **Music** - opens the music window (not fully implimented)
-
-- **Pause** - opens the pause window
+After that, you have the `Event log` button and some of the most recent events. Clicking the button opens a window from which you can checkout everything that has happened. On the sides, you can find the `Map` and `Inv` toggle buttons and the `Pause` and `Music` menu buttons. The `Music` menu can only play and stop WAV files.
## Map menu
![](./img/map-menu.png)
-**The Map menu** is an extension (to the left) to the normal game window. It is toggled with the inventory menu (either one of them or neither can be opened at the same time). For more information on the map, refer to [Basic Concepts](./basic-concepts.html).
-
-It contains a couple of things:
-
-- **Ground layer** - shows only the ground layer tiles of the map name of the superlayer you are currenly in and your coordinates in it
+The Map menu is an extension (to the left) of the normal game window. It cannot be opened at the same time as the inventory menu.
-- **Structure layer** - shows only the structure layer tiles of the map
-
-- **There is hole above player** - used to determine if you can climb up a superlayer
+At the top, you can see the ground layer tiles. Below it you can find the name of the superlayer you're currently in and your coordinates. At the bottom there are the structure layer tiles and `There is a hole above player` field, where you can check whether you are able to ascent a superlayer.
## Inventory menu
![](./img/inventory-menu.png)
-**The Inventory menu** is an extension (to the right) to the normal game window. It is toggled with the map menu (either one of them or neither can be opened at the same time). For more information on the inventory, refer to [Basic Concepts](./basic-concepts.html).
-
-It contains a couple of things:
-
-- **Items inventory**
-
-- **Crafing button** - opens the crafting menu
-
-- **Accessories inventory**
-
-- **Gear inventory**
-
-- **Information about the selected item** (icon and values)
+The Inventory menu is an extension (to the right) of the normal game window. From here you can store your items, organize them, craft and see information about a given item.
## Crafting window
![](./img/crafting-window.png)
-Every time you open **the crafting menu**, it automatically gets all items that you can craft, using the items in your Items inventory.
-
-At the top it shows you **all required items** (icons) and how much you need of each one.
-
-Below that it shows the **item that you can craft**. There are also two buttons, Prev and Next, for navigating multiple items you can craft.
+Every time you open the crafting menu, it automatically finds all items that you can craft using the items in your "Items inventory".
-Finally, there is **the Craft button**, with which you can craft that item (removes required item from inventory and adds the crafted item).
+At the top it shows you what items and how much of them you need to craft the currently selected item. Below that it shows the item that you can craft and the `Prev` and `Next` buttons for navigating available items to craft. Finally, there is the `Craft` button. Clicking it removes the required items and adds the crafted item to your inventory.