-
Notifications
You must be signed in to change notification settings - Fork 0
3. Tech Design Document
Table of contents
Recommended requirements we are aiming for are:
- CPU: Intel Core i5 4460 or similiar
- Memory: 8GB DDR3
- GPU: Nvidia Geforce GTX 750 or similiar
User be able to change the following options that impact the game performance: * Game resolution will be 1280x720 at 60 fps, with the possibility to play either in windowed mode or fullscreen. * User will be able to turn VSync on and off. It will require a game restart.
Regarding the hardware used for production, we'll use the ones stated in the production plan. If it's not possible or any inconvenience happens, we'll use our own personal computers.
Game will be programmed in C++20, with the following software being used:
- GitHub Desktop
- Visual Studio 2019/2022
- Adobe Photoshop
- Aseprite
- SmearFX
- Tiled
- SDL
- PugiXML
Game will have three main releases that will be available in Github, they will be:
- v0.5 (Vertical slice)
- v0.8 (Alpha)
- v1.0 (Gold)
All of these builds will be created on the profile "Release" that Visual Studio 2019 offers. In "Debug" mode will be done most of the code and we will pass it to "Release" in order to create the corresponding builds.
Everyone should work on their own branch (develop branch), and every time we finish a functionality and QA tested, then push towards the release branch (main).
- All defines and macros should be in all caps separated by underscores if there are multiple words.
- All header files should have #define guards to prevent multiple inclusion.
#ifndef FOO_H_
#define FOO_H_
...
#endif FOO_H_
- Variables should be in camelCase.
- Variable names should specify what they do:
- If a variable is used instantly and never used again in an obvious usage (e.g iterator in a while), it's fine with it being a single letter (e.g.: i).
- If a variable is used in multiple parts of the code, be as long as necessary (e.g.: tilesFromPlayerToEnemy).
- Do not deny boolean variables (e.g.: "notDead"), use: "isFalling", "isAlive" instead.
- Always use enum class.
- Enums should be in TitleCase.
- Members should be in all caps with underscores if multiple words.
- Always in TitleCase.
- Do not mix public and private members.
- Brackets after functions should go on a new line.
- Use TABS instead of 4 spaces.
- Usage of
constexpr
is highly advised instead of the C-style macros. - Use nullptr instead of NULL.
File formats encode information so that it can be accessed by the same or similar software programmes in the future and accessed from any computer and some mobile devices. Selection of file format is often determined from the software and hardware that we initially use to encode the information. With that being said, here we have the format files we will be using for the project:
- Art assets should be in *.png.
- Sprites with few (2-) or no animations:
- Should be encapsulated in a folder.
- Should be named as: Identifier of item + image variation number + "_" + name of animation + frame number. Example:
- Items
- arrow0_shine000.png
- arrow0_shine001.png
- arrow0_static000.png
- arrow1_shine000.png
- coin0_rotation000.png
- ...
- Sprites with a large (3+) animations
- Should have their own folder per animation.
- If the images are part of a longer animation, they should be named: name of the animation followed by the frame number.
- Example:
- Characters
- Player
- Idle
- idle1.png
- idle2.png
- Attack
- ...
- Run
- ...
- Idle
- Enemies
- Player
-
File format has to be either *.ogg or *.wav.
-
It has to be stored in the corresponding SFX or music folder.
-
In case there are multiple sounds related to each other (e.g.: enemy sounds on battle) they should be inside a folder. Example:
-
Example:
- Audio
- SFX
- Battle
- Enemies
- Slime
- slime0_hit.ogg
- slime0_death.ogg
- slime0_attack.ogg
- Slime
- Player
- ...
- Enemies
- Overworld
- ...
- Example3
- ...
- Battle
- Music
- ...
- SFX
- Audio
- Tiled format file should be *.tmx.
- Maps in tiled should NOT have tileset data embedded on them. It should be in their own *.tsx file.
- The *.tsx file should be stored in the same folder as the *.png.
- Configuration files and databases should be on .xml format.