From 4cd6f0787dbf3cef07d5efccf9b3c3d127535dd0 Mon Sep 17 00:00:00 2001 From: Ashley N Date: Thu, 7 Sep 2023 23:26:39 +0000 Subject: [PATCH] Update Design Doc: `level` tool --- Design-Doc%3A-%60level%60-tool.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Design-Doc%3A-%60level%60-tool.md b/Design-Doc%3A-%60level%60-tool.md index 3395764..5beae25 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -39,12 +39,16 @@ By default, reskit will attach one component to each entity: `position`, which i What your game does with this information is entirely up to you: reskit just compiles the information on which entities are where and what components are attached to them. ### Examples + +#### Main Player Entity ![Fig. 1](https://git.ne0ndrag0n.com/ashley/reskit/raw/branch/level-tool/doc/Screenshot%20from%202023-09-07%2019-15-04.png) _Define the main player entity and attach `player` and `health` components to it. Player will have an implicit `position` component, as will all other entities seen in this example section._ +#### Pits/Traps ![Fig. 2](https://git.ne0ndrag0n.com/ashley/reskit/raw/branch/level-tool/doc/Screenshot%20from%202023-09-07%2019-15-08.png) _Define a deadly region in the level by creating an entity with `kill_on_contact` component attached to it._ +#### Enemies ![Fig. 3](https://git.ne0ndrag0n.com/ashley/reskit/raw/branch/level-tool/doc/Screenshot%20from%202023-09-07%2019-15-15.png) _Define an enemy character in the level by creating an entity with an `enemy` component with `type` field set to `anticle`, assigning it a `health` so that it can be injured, defining how it is killable with component `stabbable`, and set its motion with `prowl`._