2017-10-27 01:03:11 +00:00
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# Doodle
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2017-10-27 02:32:07 +00:00
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2018-06-17 21:15:59 +00:00
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Doodle is a drawing-based maze game written in Go.
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# Features
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(Eventually), the high-level, user-facing features for the game are:
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* **Draw your own levels** freehand and then play them like a 2D platformer
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game.
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* In **Adventure Mode** you can play through a series of official example
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levels that ship with the game.
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* In **Edit Mode** you can draw a map freehand-style and lay down physical
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geometry, and mark which lines are solid or which ones behave like fire.
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* Drag and drop **Doodads** like buttons, doors and keys into your level and
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link them together so that buttons open doors and levers activate devices.
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* In **Play Mode** you can play your level as a 2D platformer game where you
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collect keys, watch out for enemies, and solve puzzles to get to the exit.
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* Easily **Share** your custom maps with friends.
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## Mod-friendly
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* Users can create **Custom Doodads** to extend the game with a scripting
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language like JavaScript. The sprites and animations are edited in-game
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in Edit Mode, but the scripting is done in your text editor.
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* In **Edit Mode** you can drag custom doodads into your maps.
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* To **Share** your maps, you can choose to **bundle** the custom
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doodads inside your map file itself, so that other players can play
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the map without needing to install the doodads separately.
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* If you receive a map with custom doodads, you can **install** the doodads
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into your copy of the game and use them in your own maps.
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2018-07-22 03:57:41 +00:00
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# Keybindings
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Global Keybindings:
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```
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Escape
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Close the developer console if open, without running any commands.
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Exit the program otherwise.
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Enter
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Open and close the developer console, and run commands while the console
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is open.
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```
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In Play Mode:
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```
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Cursor Keys
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Move the player around.
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```
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In Edit Mode:
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```
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F12
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Take a screenshot (generate a PNG based on level data)
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```
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## Developer Console
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Press `Enter` at any time to open the developer console.
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Commands supported:
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```
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new
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Create a new map in Edit Mode.
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save [filename.json]
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Save the current map in Edit Mode. The filename is required if the map has
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not been saved yet.
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edit [filename.json]
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Open a map in Edit Mode.
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play [filename.json]
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Open a map in Play Mode.
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exit
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quit
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Close the developer console.
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```
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2017-10-27 02:32:07 +00:00
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# Milestones
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As a rough idea of the milestones needed for this game to work:
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## SDL Paint Program
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* [x] Create a basic SDL window that you can click on to color pixels.
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2018-06-17 14:56:51 +00:00
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* [x] Connect the pixels while the mouse is down to cover gaps.
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* [x] Implement a "screenshot" button that translates the canvas to a PNG
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2017-10-27 02:32:07 +00:00
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image on disk.
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2018-06-17 14:56:51 +00:00
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* `F12` key to take a screenshot of your drawing.
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* It reproduces a PNG image using its in-memory knowledge of the pixels you
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have drawn, *not* by reading the SDL canvas. This will be important for
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making the custom level format later.
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* The PNG I draw looks slightly different to what you see on the SDL canvas;
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maybe difference between `Renderer.DrawLine()` and my own algorithm or
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the anti-aliasing.
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2018-06-17 21:15:59 +00:00
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* [x] Create a custom map file format (protobufs maybe) and "screenshot" the
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2017-10-27 02:32:07 +00:00
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canvas into this custom file format.
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2018-06-17 21:15:59 +00:00
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* [x] Make the program able to read this file format and reproduce the same
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2017-10-27 02:32:07 +00:00
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pixels on the canvas.
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2018-07-22 03:57:41 +00:00
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* [x] Abstract away SDL logic into a small corner so it can be replaced with
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OpenGL or something later on.
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* [x] Implement a command line shell in-game to ease development before a user
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interface is created.
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* [ ] Add support for the shell to pop itself open and ask the user for
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input prompts.
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2017-10-27 02:32:07 +00:00
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## Platformer
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2018-06-17 21:15:59 +00:00
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* [ ] Inflate the pixel history from the map file into a full lookup grid
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of `(X,Y)` coordinates. This will be useful for collision detection.
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* [ ] Create a dummy player character sprite, probably just a
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`render.Circle()`. In **Play Mode** run collision checks and gravity on
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the player sprite.
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* [ ] Get basic movement and collision working. With a cleanup this can
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make a workable **ALPHA RELEASE**
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* [ ] Wrap a Qt GUI around the SDL window to make the Edit Mode easier to
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work with, with toolbars to select brushes and doodads and junk.
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* [ ] Work on support for solid vs. transparent, fire, etc. geometry.
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2017-10-27 02:32:07 +00:00
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* [ ] ???
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2018-06-17 02:59:23 +00:00
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# Building
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Fedora dependencies:
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```bash
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$ sudo dnf install SDL2-devel SDL2_ttf-devel
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```
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