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diff --git a/src/projects/mundus/basic-concepts.md b/src/projects/mundus/basic-concepts.md deleted file mode 100644 index 3c7be66..0000000 --- a/src/projects/mundus/basic-concepts.md +++ /dev/null @@ -1,94 +0,0 @@ -# Basic Concepts - Mundus - -[**Article Source**](https://gitlab.com/Syndamia/syndamiadotcom/-/blob/master/src/projects/mundus/basic-concepts.md) || [**GitLab Discussion**](https://gitlab.com/Syndamia/syndamiadotcom/-/issues/1) -<br> -**Created: 21 May 2020** || **Edited: 25 November 2020** - -[`<<`](./introduction.html) || [`< User Interface`](./user-interface.html) - ---- - -Even though the game is quite unfinished, there are still a fair bit of mechanics I've developed. - -## Contents -<div></div> - -1. [Tiles](#Tiles) -2. [Layers and superlayers](#Layers%20and%20superlayers) -3. [Inventory](#Inventory) -4. [Crafting](#Crafting) -5. [Event logs](#Event%20logs) - -## Tiles -[](#Tiles) - -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: - -- health - if it drops to or below 0, they die - -- defence - reduces or completely negates certain amounts of damage - -- inventory - -- random movement qualifier - used for randomized movement around the world (does not apply to the player) - -- item that is dropped upon death - -- the superlayer they are currently in - -Items, however, are divided into: - -- 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. - -- 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. - -- 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. - -- 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. - -- 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: - - - Shovels: you dig up (remove) ground tiles from ground layer - - - Axes: used to break (remove) wooden structures (trees, ladders, ...) - - - Pickaxes: used for breaking (removing) structures made from hard materials (rocks, boulders, ...) - - - Swords: used for damaging (killing) mobs - -## Layers and superlayers -[](#Layers%20and%20superlayers) - -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, 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 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. - -- **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 -[](#Inventory) - -Each mob can store certain amount of item tiles. That is done in it's inventory. The inventory is comprised of 4 parts: - -- Hotbar: a place for having access to a small amount of items at all times. It can contain all item tiles, except groundtiles - -- Items: used for bulk storage, it can hold any type of item tile and is the largest part of the inventory - -- Accessories and Gear: used only for storing gear tiles - -## Crafting -[](#Crafting) - -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 -[](#Event%20logs) - -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/history.md b/src/projects/mundus/history.md deleted file mode 100644 index 59c633e..0000000 --- a/src/projects/mundus/history.md +++ /dev/null @@ -1,42 +0,0 @@ -# History - Mundus - -[**Article Source**](https://gitlab.com/Syndamia/syndamiadotcom/-/blob/master/src/projects/mundus/history.md) || [**GitLab Discussion**](https://gitlab.com/Syndamia/syndamiadotcom/-/issues/1) -<br> -**Created: 20 May 2020** || **Edited: 25 November 2020** - -[`< Introduction`](./introduction.html) || [`User Interface >`](./user-interface.html) - ---- - -> ***08.02.2020*** - -This was our first Module 7 lecture. Before, on all of our exams, we were given tasks and their output was checked by an online platform, but this time, we had to make a project. We were given almost complete freedom and so, I began brainstorming. - -> ***12.02.2020*** 4 days later - -Up until this point, I was trying out different ideas and technologies. - -I started with `Unity`, that I dropped because of my lack of skill and time constraints (at first, the deadline was only about a month away). After that I looked into `GtkSharp 2.0`, a FOSS widget toolkit for creating user interfaces in `C#`. It was simple enough and I was able to learn everything that I needed relatively quickly and so, I stuck with it. - -After that I started planning. - -> ***27.02.2020*** 15 days later - -By now, I was only preparing: thinking of ideas and testing them out. This was the first day of the programming phase of the project. Although, I still continued to work on ideas, development had slowly began. - -> ***28.03.2020*** 30 days later - -I decided to plan out my ideas more. The following week and a half were mostly filled with thinking but I did put down some code. - -> ***06.04.2020*** 9 days later - -Spring break had began. For me, that was the perfect time to start coding the program. I might've went a little bit overboard, with 8 hour and sometimes even 10 hour coding sessions, but I persevered. This continued even after the break was extended by another week. - -But then, crisis struck. I, obviously, burned myself out and the COVID-19 pandemic began, in the beginning of which I was helping a lot with organisation of online education. - -For the next month and a half, I was in a pattern of working hard on the project for a week or two, and then not working on it for the same amount of time. - -> ***23.05.2020*** 47 days later - -Finally, I was done. It was just in the nick of time too, I had to present it in 8 days, on the 31st. The result was more of a "tech demo", it was nowhere near my final goals, but it was still quite developed. - diff --git a/src/projects/mundus/img/crafting-window.png b/src/projects/mundus/img/crafting-window.png Binary files differdeleted file mode 100644 index 61a7127..0000000 --- a/src/projects/mundus/img/crafting-window.png +++ /dev/null diff --git a/src/projects/mundus/img/create-new-game.png b/src/projects/mundus/img/create-new-game.png Binary files differdeleted file mode 100644 index fe8d672..0000000 --- a/src/projects/mundus/img/create-new-game.png +++ /dev/null diff --git a/src/projects/mundus/img/inventory-menu.png b/src/projects/mundus/img/inventory-menu.png Binary files differdeleted file mode 100644 index 297d408..0000000 --- a/src/projects/mundus/img/inventory-menu.png +++ /dev/null diff --git a/src/projects/mundus/img/main-screen.png b/src/projects/mundus/img/main-screen.png Binary files differdeleted file mode 100644 index bcf13c5..0000000 --- a/src/projects/mundus/img/main-screen.png +++ /dev/null diff --git a/src/projects/mundus/img/map-menu.png b/src/projects/mundus/img/map-menu.png Binary files differdeleted file mode 100644 index f640abb..0000000 --- a/src/projects/mundus/img/map-menu.png +++ /dev/null diff --git a/src/projects/mundus/img/small-game-window.png b/src/projects/mundus/img/small-game-window.png Binary files differdeleted file mode 100644 index 8af9885..0000000 --- a/src/projects/mundus/img/small-game-window.png +++ /dev/null diff --git a/src/projects/mundus/introduction.md b/src/projects/mundus/introduction.md deleted file mode 100644 index 0bd67e2..0000000 --- a/src/projects/mundus/introduction.md +++ /dev/null @@ -1,45 +0,0 @@ -# Introduction - Mundus - -[**Article Source**](https://gitlab.com/Syndamia/syndamiadotcom/-/blob/master/src/projects/mundus/introduction.md) || [**GitLab Discussion**](https://gitlab.com/Syndamia/syndamiadotcom/-/issues/1) -<br> -**Created: 20 May 2020** || **Edited: 25 November 2020** - -[`History >`](./history.html) - ---- - -Mundus is my exam project for Module 7 of the IT-kariera program, although the concept has existed ever since my first lessons in the program. - -It's an open-source light-weight sandbox desktop game in which you can explore, fight with creatures, build things or dig up the whole ground. - -I've done this project completely by myself. It contains **more than 2000 lines of code**, written in around **3 months**. - -In the beginning, I had big plans for it, I wanted to continue development after the exam and make it a big and popular program. That never happened, mostly because the user interface toolkit I was using wasn't capable enough for the long-term. Although, the project does **spiritually live on** with [Velekurt](https://github.com/Velekurt). - -**Links to the project**: [GitLab](https://gitlab.com/Syndamia/Mundus) - -## Contents -<div></div> - -1. [History](./history.html) -2. [User Interface](./user-interface.html) - 1. [Main screen](./user-interface.html#Main%20screen) - 2. [Create new game](./user-interface.html#Create%20new%20game) - 3. [Game Window](./user-interface.html#Game%20Window) - 4. [Map menu](./user-interface.html#Map%20menu) - 5. [Inventory menu](./user-interface.html#Inventory%20menu) - 6. [Crafting menu](./user-interface.html#Crafting%20menu) -3. [Basic Concepts](./basic-concepts.html) - 1. [Tiles](./basic-concepts.html#Tiles) - 2. [Layers and superlayers](./basic-concepts.html#Layers%20and%20superlayers) - 3. [Inventory](./basic-concepts.html#Inventory) - 4. [Crafting](./basic-concepts.html#Crafting) - 5. [Event logs](./basic-concepts.html#Event%20logs) - -## Screenshots -[](#Screenshots) - -*Screenshots are made on Linux Mint Cinnamon with the Mint-Y theme* - -   - diff --git a/src/projects/mundus/user-interface.md b/src/projects/mundus/user-interface.md deleted file mode 100644 index c664bc0..0000000 --- a/src/projects/mundus/user-interface.md +++ /dev/null @@ -1,94 +0,0 @@ -# User Interface - Mundus - -[**Article Source**](https://gitlab.com/Syndamia/syndamiadotcom/-/blob/master/src/projects/mundus/user-interface.md) || [**GitLab Discussion**](https://gitlab.com/Syndamia/syndamiadotcom/-/issues/1) -<br> -**Created: 21 May 2020** || **Edited: 25 November 2020** - -[`<<`](./introduction.html) || [`< History`](./history.html) || [`Basic Concepts >`](./basic-concepts.html) - ---- - -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 Mint Cinnamon with Mint-Y theme. - -## Contents -<div></div> - -1. [Main screen](#Main%20screen) -2. [Create new game](#Create%20new%20game) -3. [Game Window](#Game%20Window) -4. [Map menu](#Map%20menu) -5. [Inventory menu](#Inventory%20menu) -6. [Crafting menu](#Crafting%20menu) - -## Main screen -[](#Main%20screen) - - - -We start off with the main screen. - -Only the `Create a new game` button is implemented, although the `Settings` one does open a blank window. - -## Create new game -[](#Create%20new%20game) - - - -Creating a game gives you a couple of options: - -`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` - Higher the difficulty, the more your energy gets depleted and the less trees, boulders and mobs there are. - -`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 (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`. - -## Game Window -[](#Game%20Window) - - - -After the world is generated, the game window opens. - -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. - -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. - -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. - -Underneath that, there is your hotbar. It is a part of your inventory. - -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 -[](#Map%20menu) - - - -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. - -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 -[](#Inventory%20menu) - - - -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 -[](#Crafting%20window) - - - -Every time you open the crafting menu, it automatically finds all items that you can craft using the items in your "Items inventory". - -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. 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a/src/projects/syndamiadotcom/introduction.md +++ /dev/null @@ -1,26 +0,0 @@ -# Introduction - syndamiadotcom - -[**Article Source**](https://gitlab.com/Syndamia/syndamiadotcom/-/blob/master/src/projects/syndamiadotcom/introduction.md) || [**GitLab Discussion**](https://gitlab.com/Syndamia/syndamiadotcom/-/issues/2) -<br> -**Created: 01 August 2020** || **Edited: 24 September 2020** - -[`Version 1 >`](./version1.html) - ---- - -One of my biggest networking and front-end projects is this very website. I started it on **25 May** as a place to talk about my project [Mundus](/projects/mundus/introduction.html). Over time it has become a **hub** for my **projects**, **tutorials**, **blog** and even **portfolio**. - -**Note**: Website versions differ mostly by **styling** and **system for managing content**. - -## Contents -<div></div> - -1. [Version 1](./version1.html) - 1. [Layout and navigation](./version1.html#Layout%20and%20navigation) - 2. [Style overview](./version1.html#Style%20overview) - 3. [Content management](./version1.html#Content%20management) - 4. [Why was it replaced?](./version1.html#Why%20was%20it%20replaced?) -2. [Version 2](./version2.html) - 1. [Layout and navigation](./version2.html#Layout%20and%20navigation) - 2. [Style overview](./version2.html#Style%20overview) - 3. [Content management](./version2.html#Content%20management) diff --git a/src/projects/syndamiadotcom/version1.md b/src/projects/syndamiadotcom/version1.md deleted file mode 100644 index 99a1991..0000000 --- a/src/projects/syndamiadotcom/version1.md +++ /dev/null @@ -1,116 +0,0 @@ -# Version 1 - syndamiadotcom - -[**Article Source**](https://gitlab.com/Syndamia/syndamiadotcom/-/blob/master/src/projects/syndamiadotcom/version1.md) || [**GitLab Discussion**](https://gitlab.com/Syndamia/syndamiadotcom/-/issues/2) -<br> -**Created: 01 August 2020** || **Edited: 24 September 2020** - -[`< Introductoin`](./introduction.html) || [`Version 2 >`](./version2.html) - ---- - - - -[Version 1](https://gitlab.com/Syndamia/syndamiadotcom/-/releases/v1.0) is the **very first design** of this website. It's probably also the ugliest. - -It uses a tabbed layout with dark-themed colors. At the time, I didn't use any form of a content management system, meaning **I wrote each and every line of `HTML` by hand**. - -[Version 1](https://gitlab.com/Syndamia/syndamiadotcom/-/releases/v1.0) was used in production for close to **2 months**, from **25 May 2020** to **21 July 2020**. - -This was the **first serious website** I have ever done, so, at the time, I had only some extremely basic front-end skills and practically no knowledge for good web design. - -## Contents -<div></div> - -1. [Layout and navigation](#Layout%20and%20navigation) -2. [Style overview](#Style%20overview) -3. [Content management](#Content%20management) -4. [Why was it replaced?](#Why%20was%20it%20replaced?) - -## Layout and navigation -[](#Layout%20and%20navigation) - -I based it on the text editor I was using at the time: [xed](https://github.com/linuxmint/xed) (Oblivion theme). - - - -My vision was that I was going to use a similar **tab** style navigation between pages. - -Navigating between the main pages (*Home*, *About*, *Projects*, etc.) is also done through tabs. - - - -*Older version, where there were no Blog and Contact pages* - - - -*Newest version* - -Articles for *tutorials* and *projects* had two differences with the main pages: to the left of the tabs there is the title of the *tutorial/project* - - - -and to the right there is the back button, with which you could get back to the main pages. - - - - - -*The back button becomes red when hovering over it* - -## Style overview -[](#Style%20overview) - -The colors are also based on [xed](https://github.com/linuxmint/xed). - -Pages are the place where the content is shown. They use a special background ( `#707070` ), **different from the body background** color ( `#474747`) on white foreground. - - - -Hyperlinks have the  `#d6d6d6` color, which is pretty **hard to see**. - - - -Code blocks and inline code are styled with the same ugly formatting: a  `#abb2bf` text on  `#282c34` background. - - - -*Code, taken from [Connecting](/tutorials/connect-to-mysql-in-csharp-ef/connecting.html) page in [Connect to Mysql in C# and Entity Framework](/tutorials/connect-to-mysql-in-csharp-ef/introduction.html) tutorial* - -Separators have the  `#dddddd` color with no shadow. - - - -Tables have **hidden borders** with centered text in them. At the time, the only place you could find tables were in the *Tutorials*, *Projects* and *Resume* pages, where certain rows that needed borders had a **row with a separator** between them. - - - -## Content management -[](#Content%20management) - -This version **didn't use any content management** of any shape or form. All pages were written in HTML **manually**. - -Later in it's lifespan the **header** and **footer** were made to be **generated through (bad) `JavaScript` code**. - -## Why was it replaced? -[](#Why%20was%20it%20replaced?) - -This version was discontinued for three main reasons: - -- **First**, having to **write the `HTML`** code for **each new page** from scratch manually was very laborious - -- **Second**, **it was ugly**, the design was rushed and poorly implemented - -- **Third**, it just **doesn't work**. I mean, if you are on a 1080p computer monitor it was fine, but if you are on anything a bit smaller, it starts to kind of break - -  - - *How the [Mundus](/projects/mundus/introduction.html) project would look like on an `iPhone X`* - - Also, what about having a lot of pages for a *project/tutorial*? It works fine for 3-5 pages, but it breaks at 10-15 pages. And lets not talk about having a long *project/tutorial* title. - -  - - *An exaggerated example with 26 tabs* - -These problems aren't unfixable but they would require a fair amount of work and tweaking to fix them. In the end I decided to just **start from scratch**. - diff --git a/src/projects/syndamiadotcom/version2.md b/src/projects/syndamiadotcom/version2.md deleted file mode 100644 index c024edb..0000000 --- a/src/projects/syndamiadotcom/version2.md +++ /dev/null @@ -1,78 +0,0 @@ -# Version 2 - syndamiadotcom - -[**Article Source**](https://gitlab.com/Syndamia/syndamiadotcom/-/blob/master/src/projects/syndamiadotcom/version2.md) || [**GitLab Discussion**](https://gitlab.com/Syndamia/syndamiadotcom/-/issues/2) -<br> -**Created: 02 August 2020** || **Edited: 24 September 2020** - -[`<<`](./introduction.html) || [`< Version 1`](./version1.html) - ---- - - - -[Version 2](https://gitlab.com/Syndamia/syndamiadotcom/-/releases/v2.0) is mostly based on a `Markdown` style. Pages are written in `Markdown` and made into the final `HTML` files through [ssg](https://www.romanzolotarev.com/ssg.html) and [lowdown](https://kristaps.bsd.lv/lowdown/). - -[Version 2](https://gitlab.com/Syndamia/syndamiadotcom/-/releases/v2.0) has been used in production ever since **21 July 2020**. - -My inspiration and guide was an excellent video from [Wolfgang](https://www.youtube.com/channel/UCsnGwSIHyoYN0kiINAGUKxg) on making a [fast and minimal blog](https://www.youtube.com/watch?v=N_ttw2Dihn8). - -## Contents -<div></div> - -1. [Layout and navigation](#Layout%20and%20navigation) -2. [Style overview](#Style%20overview) -3. [Content management](#Content%20management) - -## Layout and navigation -[](#Layout%20and%20navigation) - -This version uses a more **traditional layout** (although similar to the previous one). In the header there are **universal links** to the main pages (*Home*, *About*, *Projects*, etc.) - - - -All *project/tutorials* have an introduction page which contains contents of the *project/tutorial* (links to all of the pages). - - - -Each *project/tutorial* page has some links, a bit below the title: - -* one for the **introduction page** (only if the page isn't directly after the introduction) - -  - -* one for the **previous page** (if there is one) - -  - - *Example taken from [Filters](https://www.syndamia.com/tutorials/how-to-use-jira/filters.html) page in [How to use Jira](https://www.syndamia.com/tutorials/how-to-use-jira/introduction.html)* - -* one for the **next page** (if there is one) - -  - - *Example taken from [Filters](https://www.syndamia.com/tutorials/how-to-use-jira/filters.html) page in [How to use Jira](https://www.syndamia.com/tutorials/how-to-use-jira/introduction.html)* - -## Style overview -[](#Style%20navigation) - -The style resembles standard `Markdown` formatting like in `GitHub`. Text is black on white background with `Open Sans` font. - - - -Hyperlinks are bold and colored in dark blue ( `#004080`). - - - -Code blocks, inline code, blockquotes and tables are taken from [sindresorhus's github-markdown-css repo](https://github.com/sindresorhus/github-markdown-css). - - - - - -## Content management -[](#Content%20management) - -This version **doesn't** use a full-fledged **content management system**, but managing is a lot more automated. - -Pages are written in `Markdown` formatting and making the website is done with `ssg`, that takes care of generating the webpages, sitemap, etc. and `lowdown`, that converts the `Markdown` to `HTML`. - |