From dfdd4668e672f9b116ca75d5727246ebe46ef977 Mon Sep 17 00:00:00 2001 From: Ashley N Date: Thu, 7 Sep 2023 23:47:09 +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 5beae25..a8a64fe 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -36,7 +36,7 @@ Reskit assumes a best-practice entity-component engine design and the objects de By default, reskit will attach one component to each entity: `position`, which is generated from the position set in Tiled Editor. This component has two 16-bit values: x and y position on the map (in pixels, 0,0 is top left of the map). The array index of this component will be one more than the last index listed by the designer. -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. +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