-
Notifications
You must be signed in to change notification settings - Fork 3
Folder structure and naming conventions
This document is incomplete! Get this sorted before opening up community contribution!!! \o/
- path/to/game/folder
- path/to/game/folder2
- path/to/game/folder2/sprites
- path/to/game/folder2/dialogue/
Game objects are organized by function.
Every room in the has a separate directory under rooms/, which contains a editor file with the .tscn extension for the room logic, as well as separate editor files for every interactive item in the room. Items which require animation or must have their visibility toggled must have image files with the .png extension in a sprite/ folder under the room folder they belong to. Script with the .esc extension will be attached to their respective editor files and can be used to apply game logic by writers and designers with a text editor.
All playable characters in the game will have an editor file (.tscn), sprites for walk and idle states and perhaps a few extra animations, as well as an animation script (.gd). To avoid duplication and cross referencing between game rooms, these will have their own directories under characters/ and will be instanced from room editor scripts as needed.
It might also make sense to have a separate directory for items if they will be present in more than one room (or in a shared inventory), but we'll have to discuss that. Also mention the music/ directory.
If your file is called "test" and your name is "name" then you should name your file "test_name". This applies only to assets that are WIP and/or temporary.
Files should be named to indicate their purpose with the most generic aspects first (so that when lexically sorted, similarly purposed items will appear together) and use "lower camel case" for the non-name portion of files names: eg musicTitle01_contributor.wav