1 Repository Structure
unfa edited this page 1 year ago

This document describes what is the current folder structure in the Liblast repository.

  • Asset Sources - place to store project files and resources used to create assets, that are not directly used in the game
    • Audio
    • Characters
    • Decals
    • Effects
    • HUD
    • Maps
    • Props
    • Weapons
  • Design - files that are not directly used in the game or asset creation, but are useful in the design process
  • Game - the root of the Godot game project
    • .godot - Godot's asset import cache and other temporary files
    • Assets - all game assets
      • Announcer - announcer lines
      • Audio - code and nodes used for audio playback
      • Characters - everything used for game characters
      • Decals - textures and nodes used for spawnable decals like blood splats, bullet holes etc.
      • Effects - textures and nodes used for spawnable effects like bullet hits, gibs etc.
      • Fonts - externally sourced fonts
      • HUD - everything used for rendering the Head's Up Display in the game
      • MapComponents - deprecated?
      • Maps - everything related to maps
      • Materials - in teh future this should be a global library of materials to be used in maps
      • Props - decorative objects used in maps
      • SFX - audio files for sound effects
      • Shaders - not used
      • UI - everything related to the game UI (menu system), not to be confused with the HUD
      • Weapons - nodes, models and textures for weapons
  • Godot - Godot editor binaries and export templates currently used with the game (will not be necessary after switching to an official Godot 4 release - this is necessary since we're using nightly builds right now).
  • Screenshots - image files to be embeded in README.md