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1 files changed, 16 insertions, 18 deletions
| -rw-r--r-- | src/blog/mundus-first-shot-at-gamedev/basic-concepts.du | 34 |
diff --git a/src/blog/mundus-first-shot-at-gamedev/basic-concepts.du b/src/blog/mundus-first-shot-at-gamedev/basic-concepts.du index 630ed2f..4bc87f8 100644 --- a/src/blog/mundus-first-shot-at-gamedev/basic-concepts.du +++ b/src/blog/mundus-first-shot-at-gamedev/basic-concepts.du @@ -1,25 +1,23 @@ -# Basic Concepts - Mundus: My first shot at game development +'def title Basic Concepts - Mundus: My first shot at game development +'def desc A deep dive into a small GTK-based game I developed -'define expected-reading 5 min -'define created 21 July 2020 -'define edited 25 November 2020 -[$pagenav] +# {title} -'define start_link ./ -'define prev_link ./user-interface.html User Interface -[$pagination_end] +{pagenav 5 min;21 July 2020;25 November 2020} -[$due_for_rework] +{pagination ./;User Interface;./user-interface.html} + +{due_for_rework} \n .contents .numbered -1. [url #tiles Tiles] -2. [url #layers-and-superlayers Layers and superlayers] -3. [url #inventory Inventory] -4. [url #crafting Crafting] -5. [url #event-logs Event logs] +1. {uhref Tiles} +2. {uhref Layers and superlayers} +3. {uhref Inventory} +4. {uhref Crafting} +5. {uhref Event logs} Even though the game is quite unfinished, there are still a fair bit of mechanics I've developed. @@ -27,7 +25,7 @@ Even though the game is quite unfinished, there are still a fair bit of mechanic 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. -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: +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: :unordered - health - if it drops to or below 0, they die @@ -72,11 +70,11 @@ The in game world (map) is composed of superlayers. Superlayers represent each e 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: :unordered -- [=Mobs cannot be on top of structures=], except if the structure is marked as "walkable" +- {b Mobs cannot be on top of structures}, except if the structure is marked as "walkable" -- [=Structures cannot be placed on top of mobs=]. "Walkable" structures can be placed below a mob. +- {b 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 in the structure layer on the superlayer below. Mobs also cannot reside on top of holes (they fall to the superlayer below) +- {b Structures cannot be placed on top of holes} (empty spots in the ground layer), {b 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 |