From 254093116aec45b77dfb65265a3290488cbbb6a4 Mon Sep 17 00:00:00 2001 From: Ashley N Date: Mon, 4 Sep 2023 19:36:34 +0000 Subject: [PATCH] Update Design Doc: `level` tool --- Design-Doc%3A-%60level%60-tool.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Design-Doc%3A-%60level%60-tool.md b/Design-Doc%3A-%60level%60-tool.md index 0993b18..9e1462a 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -6,7 +6,7 @@ Reskit `level` Tool This document details some approaches for implementing the `level` tool. ## What is `level`? -`level` is a tool for reskit that converts [Tiled Map Editor](https://www.mapeditor.org/) tilesets and maps to a binary format accessible to C or assembly language engines. It distinguishes itself from other available homebrew tools by offering support for Tiled's native tmx/tsx XML formats, and user-specified event objects (e.g. "drop enemy", "open door") that your custom engine can read and apply. +`level` is a tool for reskit that converts [Tiled Map Editor](https://www.mapeditor.org/) tilesets and maps to a binary format accessible to C or assembly language engines. It distinguishes itself from other available homebrew tools by offering support for Tiled's native tmx/tsx XML formats, and user-specified entity-component system definitions. ## Entity-Component System Reskit assumes a best-practice entity-component engine design and the objects defined in your .tmx file effectively serve as the entities.