From 64fbbd514733e42dd047bf65c511563a84ebd629 Mon Sep 17 00:00:00 2001 From: Syndamia Date: Tue, 21 Jul 2020 23:17:07 +0300 Subject: Fully reworked website design. Remade pages in markdown. Configured files to work with ssg5. --- website/projects/mundus/basic-concepts.html | 95 --------------------- website/projects/mundus/history.html | 56 ------------- website/projects/mundus/img/crafting-window.png | Bin 11154 -> 0 bytes website/projects/mundus/img/create-new-game.png | Bin 22621 -> 0 bytes website/projects/mundus/img/inventory-menu.png | Bin 2005727 -> 0 bytes website/projects/mundus/img/main-screen.png | Bin 11826 -> 0 bytes website/projects/mundus/img/map-menu.png | Bin 2008267 -> 0 bytes website/projects/mundus/img/small-game-window.png | Bin 1181600 -> 0 bytes website/projects/mundus/introduction.html | 51 ----------- website/projects/mundus/user-interface.html | 98 ---------------------- 10 files changed, 300 deletions(-) delete mode 100644 website/projects/mundus/basic-concepts.html delete mode 100644 website/projects/mundus/history.html delete mode 100644 website/projects/mundus/img/crafting-window.png delete mode 100644 website/projects/mundus/img/create-new-game.png delete mode 100644 website/projects/mundus/img/inventory-menu.png delete mode 100644 website/projects/mundus/img/main-screen.png delete mode 100644 website/projects/mundus/img/map-menu.png delete mode 100644 website/projects/mundus/img/small-game-window.png delete mode 100644 website/projects/mundus/introduction.html delete mode 100644 website/projects/mundus/user-interface.html (limited to 'website/projects') diff --git a/website/projects/mundus/basic-concepts.html b/website/projects/mundus/basic-concepts.html deleted file mode 100644 index 95724df..0000000 --- a/website/projects/mundus/basic-concepts.html +++ /dev/null @@ -1,95 +0,0 @@ - - - - - - - - - - - - - Mundus - Basic concepts - - - - - -
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- 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. -

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Tiles

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- 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. -

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- There is only one type of mob tiles and that is MobTiles. -
All mobs have a couple of properties: their 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 random movement around the world), item that is dropped upon death (health <= 0) and the superlayer they are currenly in. -

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- Items, however, are divided into: Structure, Ground, Material, Tool and Gear: -

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Layers and superlayers

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- 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 ???. -

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- Each superlayer is composed of 3 layers: Structure, Mob, Ground. Each one of them contains a specific type of tiles, structure tiles are only stored in "strucutre" 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: -

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  1. Mobs can't be on top of structures (except if the structure is marked as "walkable")
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  3. Structures cannot be placed on top of mobs (except if the strucure is marked as "walkable")
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  5. 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)
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Inventory

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- Each mob can store certain amount of item tiles. That is done in it's inventory. The inventory is comprised of 4 parts: hotbar, items, accessories and gear. -

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Crafting

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- 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. -

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Event logs

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- 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. -

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- - - - - diff --git a/website/projects/mundus/history.html b/website/projects/mundus/history.html deleted file mode 100644 index 7b67316..0000000 --- a/website/projects/mundus/history.html +++ /dev/null @@ -1,56 +0,0 @@ - - - - - - - - - - - - - Mundus - History - - - - - -
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- 08.02.2020 - This was our first lecture in module 7 of the IT-kariera course and it was announced that for this exam we will be doing a project. We had almost complete freedom. From that point on, for the next couple of days I brainstormed different ideas. -

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- 12.02.2020 - For the next two and a half weeks I explored different game engines / user interfaces. I started with Unity, but I dropped it because of time constraints. After that I looked into Gtk, and more precisely it's C# implementation: GtkSharp 2.0. I settled up on it and started learning it.
- After that I started planning. -

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- 27.02.2020 - I started slowly to work on the project itself. -

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- 28.03.2020 - For the next week and a half I got a notebook and started taking notes and ideas all day long. -

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- 06.04.2020 - Then started the spring school break. That was a good time to start coding the program. I worked really really hard, some days I worked for 8 hours without stop. It was almost the end of the break, but it got extended by a week. I continued working.
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- But then, the COVID-19 situation happened. I wasn't able to continue working on it for a while, because I was burned out from the spring break and, in the beginning, there was an incredible amount of chaos with online education that I took upon myself to organize as much as I can. -

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- Until I finished the exam version, this pattern continued. I kept having a week or two where I worked really hard and another week or two where I rested. -

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- 23.05.2020 - Finally, after many weeks of working on it, I had finished the exam version. I am saying "exam version" and not "the program" or "the project", becasue in the end it was more of a tech/code demo, than a finished product. More serious development will continue soon. -

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- Mundus is an opensource light-weight sandbox desktop game (on how to install it, refer to the README of the repository).
- In it, you can explore, fight with creatures, build things or dig up the whole ground.
- If you choose survival mode, gathering resources and crafting better equipment are essential. If you prefer creating things, creative mode is for you.
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- Links to project: GitHub -

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- (Note: may vary between operating systems and system themes) -

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- It all started as my exam project for module 7 of the course IT-kariera. Well, the concept has existed ever since my first lessons in the course. BitSpace and BitSpace 2.0 were short-lived attempts at implimenting this idea but with Mundus I decided it was time to do this once and for all. -

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- Although it began as an exam project, I will continue working on for the foreseeable future with two goals in mind. First and foremost, to create a fun game and second of all: to make it avalable to be downloaded directly on linux (from AUR, ...). -

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- I am doing this project by myself, from code to textures. It contains more than 2000 lines of code, which I have written in the past months. -

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- - - - diff --git a/website/projects/mundus/user-interface.html b/website/projects/mundus/user-interface.html deleted file mode 100644 index 49fe184..0000000 --- a/website/projects/mundus/user-interface.html +++ /dev/null @@ -1,98 +0,0 @@ - - - - - - - - - - - - - Mundus - User interface - - - - - -
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- Note: all screenshots are made in Linux with Mint-Y theme. -

- - - We start off at the main screen.
- Here you can load a save file (not implimented as of 21.05.2020), create a new game, view the tutorial (not implimented as of 21.05.2020), or change settings (not implimented as of 21.05.2020). -
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- - - Creating a game gives you a couple of options.

- First one is Game Mode. Here you can select survival, in which you will start with almost no items and creative (not implimented as of 21.05.2020) where you will have access to all items at all times.

- Then you have difficulty. In higher difficulties, your energy gets depleated much more quickly and trees, boulders and mobs are rarer.

- After that you have Screen & Inventory size. The screen is the world area that you can see. Because of the user interface I use, the two are connected.

- Finally, there is Map size. Map size is currently determined by the Screen & Inventory size, the higher the size, the smaller the map. -
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- Note: all game window screenshots are made with the Small Game Window. -

- - - 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 as of 21.05.2020).

- Underneath that, there is your hotbar. It is a part of your inventory (for more information, consult Basic Concepts).

- 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.

- To the sides there are a couple of buttons:

- Map - opens the map menu
- Inv - opens the inventory menu
- Music - opens the music window (not fully implimented as of 21.05.2020)
- Pause - opens the pause window
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- - - 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.

- 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
- 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 -
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- - - 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.

- 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) -
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- - - 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.

- Finally, there is the Craft button, with which you can craft that item (removes required item from inventory and adds the crafted item). -
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