50 lines
1.5 KiB
Markdown
50 lines
1.5 KiB
Markdown
# Visions Of Reality Assets
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## Structure
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- The `src/` directory contains all data related to the assets for the game
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- The `tools/boards/` directory contains any LEONARDO whiteboards for prototyping, explaining, etc...
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- The `tools/kanban/` directory contains the issues for tracking what assets are done.
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## Views
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### Local View
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Comes into view only when in game, and a user is focused on a grid cell / tile
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Sprite models are alawys fixed to 32 square pixels.
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Any backgrounds should be a minimum length of 512 pixels and a height of 400
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### World View
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All entities on the game board will be rendered as voxels fixed to 64 cubic pixels.
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### UI View
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Sprite models are alawys fixed to 32 square pixels.
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### Editors
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- MagicaVoxel for any assets that are voxel like, for example World View objects
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- 2D sprite editors (Aseprite, Photoshop, figma, etc...) for UI and Local View objects
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## Important Notes
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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.
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Each tier builds upon the last tier, and the assets should reflect this.
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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.
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### ENSURE GIT LFS IS INSTALLED
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- To install git lfs enter
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```bash
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git lfs install
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```
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- If any new file types are added to the project we must track them using the following command...
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```bash
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git lfs track "*.<extension>"
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```
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