82 lines
3.0 KiB
Markdown
82 lines
3.0 KiB
Markdown
# Feely Pona (aka. Terry Cherry)
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This is the repository for the game Terry Cherry that was developed as part of
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an impromptu game-jam in September 2023 over 4 weekends to make a hero cross
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x tower-defense mashup combination game. The game was developed in C++ using
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Raylib 4.5.0 as the base framework for the game.
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This game was developed with 3 people
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- [Doyle](https://doylet.dev): Engine & gameplay programmer
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- [Joshalosh](https://github.com/joshalosh): Game designer, sound, gameplay programmer
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- Tom: Art
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This game is currently available online at [Terry
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Cherry](https://game.doylet.dev/terry_cherry).
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## Building
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We target Windows and the web via WASM using Emscripten. The game is built
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using our C++ meta build program (which generates command invocations and
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forwards them to the command line).
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### Windows
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You must ensure you have MSVC's `cl.exe` on your path to build. This game was
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tested on MSVC 2023 (v14.34.31933).
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For most intents and purposes you may simply execute `build.bat` on Windows
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which bootstraps the build program and automatically calls the meta-build
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program. With fast computers nowadays our default is to build all targets by
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default (except web due to extra toolchain requirements).
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The game supports hot-reloading by storing the game code in the DLL. 2 variants
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of the build are published, the DLL and non-DLL version. The DLL version can be
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rebuilt whilst running to hot-reload game code whereas the non-DLL variant bakes
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the entire game into one executable.
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### Web
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A web ready version using WASM can be built by passing `--web` to the meta build
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program/script. You must have the EMSDK toolchain activated and in your path
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from [Emscripten SDK](https://github.com/emscripten-core/emsdk). This repository
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provides a slimmed down version of EMSDK in the `Tools` folder zipped up and
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served over Git LFS.
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The slimmed down EMSDK is the official download with a bunch of unused binaries
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and directories removed that aren't strictly necessary for building the web
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target (e.g. provide a stub Java version file to skip it, delete unused clang
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binaries).
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Unzip the slimmed down EMSDK `Tools/2023-10-10_emsdk_40e9cd8f.7z` or install
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from Github and download the latest SDK. A full build for the web target can
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then be done by
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```
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# Run EMSDK's script to add the toolchain to the path
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Tools\emsdk\emsdk.bat activate latest
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# Build the game
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build --web
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```
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This will produce at `Build\Terry_Cherry_Emscripten` a HTML and WASM file ready
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to be served by the browser. To test it locally you may start up a local server
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for that directory, e.g.
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```
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cd Build\Terry_Cherry_Emscripten
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python -m http.server
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```
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## Asset Packaging
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Assets are stored in the `Data` folder. In particular, textures are stored as
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individual sprites and combined using a utility program to pack them into
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a sprite sheet with their positions annotated into a specification file that is
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loaded at runtime.
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Textures are specified in the `sprite_spec.txt` file and given to the sprite
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packer tool from this repository. The sprite packer will generate the sprite
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sheet.
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