Commit 4dc3c0fb authored by Daniel Shumway's avatar Daniel Shumway

Merge branch 'develop' into 'master'

post: typo

See merge request !37
parents 72ba9d11 d8780754
Pipeline #29305403 passed with stages
in 1 minute and 59 seconds
......@@ -50,11 +50,10 @@ mantras have influenced the game's architecture.
== Electron and Javascript
Reset Hard is written using web technologies and then
link:https://electronjs.org/[packaged^] for the desktop.
Neither Javascript nor Electron are commonly used for commercial games. There
are downsides to me choosing these technologies, including performance, memory
management, and frame timings.
link:https://electronjs.org/[packaged^] for the desktop. Neither Javascript nor
Electron are commonly used for commercial games. There are downsides to me
choosing these technologies, including performance, memory management, and frame
timings.
However, for a game like Reset Hard the benefits outweigh the negatives. As far
as modding is concerned, leveraging Electron makes it easier for me to expose
......@@ -78,7 +77,7 @@ image::./images/dom.png[DOM representation of Reset Hard interface]
The actual game engine of Reset Hard communicates with the front-end over a
documented protocol. I will support communication over websocket even though the
main client will communicate directly to reduce lag.
main client will be integrated to reduce lag.
This means that aside from modifying the client directly, modders will also be
able to create entirely separate clients and visualizations. The websocket
......@@ -140,7 +139,7 @@ In keeping with my first modding mantra, I use an open source level editor,
link:https://www.mapeditor.org/[Tiled^], to build puzzles and levels in Reset
Hard. Tiled is freely available for Mac, Linux, and Windows.
If you want to pragmatically build or modify a level, Tiled's export format is
If you want to programatically build or modify a level, Tiled's export format is
well documented JSON. This means that in addition to having access to the raw
tools that I use, modders will be able to build their own.
......@@ -151,7 +150,7 @@ One nice thing about using Tiled is that its export format is lossless. This
means that any of the packaged levels for Reset Hard will also be able to be
opened directly in Tiled. This will hopefully making modding more accessible,
since if you see me doing something cool in a level, you'll be able to open it
up and directly see how I'm doing it.
up and directly see my implementation.
Outside of Tiled, named entities within a level can be wrapped with custom
scripts, allowing modders to specify per-level behaviors. A level in Reset Hard
......@@ -211,10 +210,10 @@ And those options are really just scratching the surface.
Figuring out how mod integration is going to work, figuring out if the broader
community wants even wants it, and figuring out what the security and quality
risks are for the main game is going to be a reasonably large job. As I get
closer to making decisions about this, I'll start reaching to more developers
closer to making decisions about this, I'll start reaching out to more developers
and community members to get their feedback.
The possibility is there to make something really great with integrated mod
The possibility is there to make something great with integrated mod
installation and browsing. My main concern is making sure that I don't mess that
up or miss out on building something really amazing.
......
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