diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..5d4c1a8 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,5 @@ +*.psd filter=lfs diff=lfs merge=lfs -text +*.zip filter=lfs diff=lfs merge=lfs -text +*.png filter=lfs diff=lfs merge=lfs -text +*.mp4 filter=lfs diff=lfs merge=lfs -text +*.blend filter=lfs diff=lfs merge=lfs -text diff --git a/.gitignore b/.gitignore index 2309cc8..504afef 100644 --- a/.gitignore +++ b/.gitignore @@ -1,138 +1,2 @@ -# ---> Node -# Logs -logs -*.log -npm-debug.log* -yarn-debug.log* -yarn-error.log* -lerna-debug.log* -.pnpm-debug.log* - -# Diagnostic reports (https://nodejs.org/api/report.html) -report.[0-9]*.[0-9]*.[0-9]*.[0-9]*.json - -# Runtime data -pids -*.pid -*.seed -*.pid.lock - -# Directory for instrumented libs generated by jscoverage/JSCover -lib-cov - -# Coverage directory used by tools like istanbul -coverage -*.lcov - -# nyc test coverage -.nyc_output - -# Grunt intermediate storage (https://gruntjs.com/creating-plugins#storing-task-files) -.grunt - -# Bower dependency directory (https://bower.io/) -bower_components - -# node-waf configuration -.lock-wscript - -# Compiled binary addons (https://nodejs.org/api/addons.html) -build/Release - -# Dependency directories node_modules/ -jspm_packages/ - -# Snowpack dependency directory (https://snowpack.dev/) -web_modules/ - -# TypeScript cache -*.tsbuildinfo - -# Optional npm cache directory -.npm - -# Optional eslint cache -.eslintcache - -# Optional stylelint cache -.stylelintcache - -# Microbundle cache -.rpt2_cache/ -.rts2_cache_cjs/ -.rts2_cache_es/ -.rts2_cache_umd/ - -# Optional REPL history -.node_repl_history - -# Output of 'npm pack' -*.tgz - -# Yarn Integrity file -.yarn-integrity - -# dotenv environment variable files -.env -.env.development.local -.env.test.local -.env.production.local -.env.local - -# parcel-bundler cache (https://parceljs.org/) -.cache -.parcel-cache - -# Next.js build output -.next -out - -# Nuxt.js build / generate output -.nuxt -dist - -# Gatsby files -.cache/ -# Comment in the public line in if your project uses Gatsby and not Next.js -# https://nextjs.org/blog/next-9-1#public-directory-support -# public - -# vuepress build output -.vuepress/dist - -# vuepress v2.x temp and cache directory -.temp -.cache - -# vitepress build output -**/.vitepress/dist - -# vitepress cache directory -**/.vitepress/cache - -# Docusaurus cache and generated files -.docusaurus - -# Serverless directories -.serverless/ - -# FuseBox cache -.fusebox/ - -# DynamoDB Local files -.dynamodb/ - -# TernJS port file -.tern-port - -# Stores VSCode versions used for testing VSCode extensions -.vscode-test - -# yarn v2 -.yarn/cache -.yarn/unplugged -.yarn/build-state.yml -.yarn/install-state.gz -.pnp.* - +package-lock.json diff --git a/README.md b/README.md index d0334d7..1ca3c71 100644 --- a/README.md +++ b/README.md @@ -1,3 +1,49 @@ -# assets-vor +# Visions Of Reality Assets -A repo to track the assets for the game Visions of Reality \ No newline at end of file +## Structure + +- The `src/` directory contains all data related to the assets for the game +- The `tools/boards/` directory contains any LEONARDO whiteboards for prototyping, explaining, etc... +- The `tools/kanban/` directory contains the issues for tracking what assets are done. + +## Views + +### Local View + +Comes into view only when in game, and a user is focused on a grid cell / tile + +Sprite models are alawys fixed to 32 square pixels. +Any backgrounds should be a minimum length of 512 pixels and a height of 400 + +### World View + +All entities on the game board will be rendered as voxels fixed to 64 cubic pixels. + +### UI View + +Sprite models are alawys fixed to 32 square pixels. + +### Editors + +- MagicaVoxel for any assets that are voxel like, for example World View objects +- 2D sprite editors (Aseprite, Photoshop, figma, etc...) for UI and Local View objects + +## Important Notes + +The game has an innate combinatorial explosion of possible assets due to the combo system where entities can be represented in one of three tier. +Each tier builds upon the last tier, and the assets should reflect this. +Follow the paradigm of kitbashing, where we create models from pieces of other assets. This way we create a large variaty of choices and can dynamically add them in the game code when a valid combination occurs. + +### ENSURE GIT LFS IS INSTALLED + +- To install git lfs enter + +```bash +git lfs install +``` + +- If any new file types are added to the project we must track them using the following command... + +```bash +git lfs track "*." +```