forked from MaxwellSalmon/DUGA
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Manuals.txt
65 lines (41 loc) · 3.12 KB
/
Manuals.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
_____ _ _ _____ __ __ _
| __ \ | | | | / ____| /\ | \/ | | |
| | | | | | | | | | __ / \ | \ / | __ _ _ __ _ _ __ _ | | ___
| | | | | | | | | | |_ | / /\ \ | |\/| | / _` | | '_ \ | | | | / _` | | | / __|
| |__| | | |__| | | |__| | / ____ \ | | | | | (_| | | | | | | |_| | | (_| | | | \__ \
|_____/ \____/ \_____| /_/ \_\ |_| |_| \__,_| |_| |_| \__,_| \__,_| |_| |___/
## CONTROLS FOR DUGA ##
Move : WASD
Aim : RMB
Shoot : LMB
Interact : E
Inventory : I
Pause: Esc
## USING THE LEVEL EDITOR ##
Controls:
Place entity: LMB
Remove entiry: RMB
------------------------------------------------------------------------------------------------------------
If you want to make custom levels or segments for level generation, follow these instructions.
The editor is quite rough around the edges, but it should be easy to use. When opening LevelEditor.exe,
you will see a command prompt, which provides the instructions in order to make your own maps.
You can either make custom levels or custom segments for level generation. They both have some slightly
different properties, so here a some things to remember:
--** Making custom levels **--
Tiles of the type "hdoor" means "horisontal door" and "vdoor" meand "vertical door". Place the doors respectively.
All levels must have a start position and a tile of the type "end", which is where the player exits the level.
The level should be a closed area, in order to calculate the walkable space for NPC's.
Your custom levels are saved in the file "customLevels.dat" found within the folder called "data".
--** Making custom segments **--
All segments are 9x9 tiles in size. They function as a piece in a jigsaw puzzle, meaning they make up one large
map. This means, they must have entrances to other maps. Each entrance must be in the middle of an edge - being
the fifth tile. By the area names "entrances" you must indicate, where you have placed the entrances, so the
level generations knows where to place your segment.
There are three different types of segments. "normal", "end" and "start". There are no special properties to
"normal", there must be a tile of the type "end" in segments of the type "end" and there must be a player
start position in segments of the type "start".
The segments must also be a closed area in order to calculate the walkable space for NPC's.
Your custom segments will automatically be used in the level generation and saved in the file "customSegments.dat"
within the folder called "data"
---------------------------------------------------------------------------------------------------------------------------
If you have any questions, feel free to contact MaxwellSalmon on maxwellsalmon.itch.io/duga or reddit.com/r/duga