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DESIGN.txt
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Animations:
Load alongside spritedata (same RZDB)
Contains: list of sprite ids
TODO:
- Window class
- window management (windowCreate and windowDestroy with IDs)
- Sprite::makeBoundingBox for calculating bbox
- GameEntity methods for rotation and scaling with flags (SCALE_BBOX, SCALE_SPRITE, SCALE_ALL)
- separate screen size from SDL code
- use RAII to automatically destroy assets (sprites, entities, messages)
- extendable classes (tilemap, geometry, etc)
- network features (friends, achievements, etc)
- Network::init flags (NETWORK_FEAT_*; FRIENDS, TROPHIES, etc)
- use frd service on 3DS
- option to use steam API on PC
Minimalism Editor:
Create or load a project folder containing
-main project file (can be passed as parameter arg0)
-game settings
-title
-target platforms (checkboxes)
-custom entity properties and components
-engine settings overrides (entity pool size, etc)
-data files
-text database and metadata (same file)
-entity database and metadata (separate files)
-sprite database and metadata (separate files)
Editors:
Text, sprite data, entity data
Custom game editors (plugins)
Entity code editor (generates the .h and .cpp files)
Sprite editor:
- Add sprites to combobox
- Load a preview image (files are copied to meta/sprites)
- Configure bbox
Data files are stored at the project's root, but if a file of same
name is found within a target platform's folder, it will be used
instead when building the game for that platform.