mirror of
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daf96e40f2
WIP regarding history -- saving to file (also INI/Config for now) and loading in; applying this as a singleton. |
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.. | ||
_toArchive | ||
.import | ||
assets | ||
globalScripts | ||
Screens | ||
UserInterface | ||
But_History_Page.gd | ||
But_History.gd | ||
CommandProcessor.gd | ||
Control.tscn | ||
default_env.tres | ||
Game.gd | ||
Game.tscn | ||
icon.png | ||
icon.png.import | ||
Locale.gd | ||
Locale.tscn | ||
LocaleManager.gd | ||
project.godot | ||
README.txt |
**************************** README.TXT: **************************** Author: Doug McCord Date: 30-Jan-2022 **************************** Intro notes: I created this to help explain the current Godot file structure I'm using. An effort has been made to use a consistent organization, though it can most definitely be improved/made more consistent. **************************** Project file structure: Surface Layer: Game scripts are located at this level, included unique history scripts and the Game.gd script itself. _toArchive: Directory to serve as reference-only; precursor to trash assets: Images, fonts, TRES text resource data files globalScripts: For project-wide use, or scripts that are not either: A. attached to a template scene, intended to go with all instances of that, or B. unique, scene-specific scripts. Screens: Additional scenes that are not the main game; includes both .tscn scene files and their associated scripts. UserInterface: (note misnomer for text-based game) Re-useable UI elements and their scripts, such as change-scene, input-response