Update Design Doc: `level` tool

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Ashley N. 2023-09-10 16:09:44 +00:00
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@ -38,20 +38,6 @@ By default, reskit will attach one component to each entity: `position`, which i
The entity-component system is exported in an artifact known as the .ecs file. 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. If you do not specify any object layers or objects, `level` will not output an .ecs file, leaving objects and their initial behaviour up to the programmer.
### 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`._
## Configuration TOML
This is provided on the command line via `-c, --config-file`. This argument is required. The configuration TOML primarily is a mapping of string identifiers to numeric identifiers, which are better suited for use on 8-bit and 16-bit systems. You must define numeric identifiers for each string you use as a property identifier such as `reskit-component[x]`.