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Copy file name to clipboardExpand all lines: docs/Core-Principles.md
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* TOC
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{:toc}
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The core principles for how RE2 gameplay is designed. This does not cover the specific gameplay choices of the game, but instead is focused on the parameters the game has been attempted to be balanced upon. Red Eclipse 2's gameplay is not a unique solution to these parameters, but explaining what kinds of thoughts led to these decisions.
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The core principles for how RE2 gameplay is designed. This does not cover the specific gameplay choices of the game, but instead is focused on the parameters the game has been attempted to be balanced upon. Red Eclipse's gameplay is not a unique solution to these parameters, but explaining what kinds of thoughts led to these decisions.
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* This is a free game. All the engine code, the UI design and implementation, the maps, the assets, and the gameplay is made by volunteers.
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-Wanton complaining about how you dislike the game is akin to walking into a soup kitchen and yelling at the volunteer cook.
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- This is a free game. All the engine code, the UI design and implementation, the maps, the assets, and the gameplay is made by volunteers.
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-Complaining about how you dislike the game is akin to walking into a soup kitchen and yelling at the volunteer cook.
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- "I think the broth is a little salty" is not a problem, but "WTF the last cook was doing a way better job and you've ruined it" is an unacceptable way to confront the people who work on the game.
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### Gameplay Principles
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1. Objects exist only if they have a gameplay reason to exist.
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- Redundant mechanics and arbitrarily applied assets are clutter and distracting.
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- This means weapons are all unique in how they affect how the game is played, not just their appearence.
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- Adding content to the game is not always a good thing. Collections of random stuff are easy to find and is not impressive by itself.
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- Ineffective weapons and mechanics are at best no more useful than their absence would be, and at worst misleading and distracting.
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2. The game should allow most players to be above average at some aspect of gameplay.
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- This allows most players to feel competent at the game.
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* This means that the game needs to have multiple different, uncorrelated skills crucial to good gameplay, such as
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* timing
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* accuracy
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* movement ability
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* spatial awareness
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* objective awareness
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* Games like instagib which only rely on one type of skill (accuracy) lead to the following:
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* The level no longer matters because with only one skill the playing field is always the same (the level affects all players equally)
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* Players who are below average are always below average (they never get the field tilted to their favor by circumstantial conditions because the skew is always the same)
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* Because there is only one relevant skill, the game needs to be completely built around that skill else be a worse game than dedicated ones.
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- This means that the game needs to have multiple different, uncorrelated skills crucial to good gameplay, such as:
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- timing
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- accuracy
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- movement ability
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- spatial awareness
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- objective awareness
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3. The skills and their relative weights contributing to being good at the game should remain relatively uniform across modes.
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* Modes which require the player to be especially good at particular skills relative to other modes can lead to a vocal minority (who happens to be good at that particular mode) pushing for that mode ahead of more balanced and collectively accepted modes.
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* Otherwise competent players should not be forced to be suddenly bad at the game based on the whims of what gamemode is currently being played.
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4. Good players do not determine how average players have to play the game.
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* Most potential players are approximately average at the relevant gameplay skills.
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* Pleasing the most vocal group of people does not necessarily represent the average player.
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* Data collected from a representative sample of the entire player base is the only useful way to conduct balance.
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* Data about how new players play and interact with the game is the most useful way to increase retention.
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- Most potential players are approximately average at the relevant gameplay skills.
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- Pleasing the most vocal group of people does not necessarily represent the average player.
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- Data collected from a representative sample of the entire player base is the only useful way to conduct balance.
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- Data about how new players play and interact with the game is the most useful way to increase retention.
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5. No weapon is good at everything.
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* Appropriate use of a counter weapon should determine the winner between the play of otherwise equal players.
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* Nobody's meta is protected, and no combination of weapons should overall be better than other combinations.
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* While maps clearly cannot be all balanced relative to each other, all maps should be viable for all weapons (though perhaps only efficiently in certain situations)
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- Appropriate use of a counter weapon should determine the winner between the play of otherwise equal players.
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- Nobody's meta is protected, and no combination of weapons should overall be better than other combinations.
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- While maps clearly cannot be all balanced relative to each other, all maps should be viable for all weapons (though perhaps only efficiently in certain situations)
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6. Assets need to telegraph what the object they represent does.
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* A long range, high damage rifle should be an impressive, long weapon that immediately explains what it does, for example.
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* Ambiguity is a gameplay flaw. An objective of the game design is for people to intuitively understand the game design without text explainations.
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* Players should not be expected to learn any more than is absolutely necessary to play the game.
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- A long range, high damage rifle should be an impressive, long weapon that immediately explains what it does, for example.
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- Ambiguity is a gameplay flaw. An objective of the game design is for people to intuitively understand the game design without text explanations.
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- Players should not be expected to learn any more than is absolutely necessary to play the game.
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7. Players cannot be expected to understand exactly how the sausage is made behind the scenes.
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* Messing with players' intuitions gained from other games (or from within the game) is dangerous and can lead to misunderstandings and confusion.
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* Players cannot be expected to understand connections between things that are not made explicitly clear.
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* Game between modes should always follow the exact same rules whenever possible, and never when it is not directly necessary for the mode.
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* Changing core mechanics (regen, speed, weapon loadout styles) ad-hoc is uneven application of mechanics and prevents players from gaining understanding of the game's meta.
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- Messing with players' intuitions gained from other games (or from within the game) is dangerous and can lead to misunderstandings and confusion.
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- Players cannot be expected to understand connections between things that are not made explicitly clear.
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- Game between modes should always follow the exact same rules whenever possible, and never when it is not directly necessary for the mode.
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8. Uniqueness does not trump gameplay and gameplay consistency.
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* Maps and weapons are gameplay features before they are interesting or cool-looking.
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* Players see through gimmicks and stick to competent, unexceptional maps over inconsistent, gimmicky, but cool-looking ones.
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- Maps and weapons are gameplay features before they are interesting or cool-looking.
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- Players see through gimmicks and stick to competent, unexceptional maps over inconsistent, gimmicky, but cool-looking ones.
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9. Core gameplay quality should be uniform in its execution quality.
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* A player should be able to select a random gameplay combination and enjoy the experience.
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* Providing suboptimal game types as if they are equal to well-executed game types is worse than not having them at all.
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10. Realism should be admitted whenever possible.
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* People have good intuitions about how physics work and these intuitions should be entertained whenever it does not have to defer to the gameplay in order to meet the constraints of the other criteria.
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* Reality is a comfortable blanket, not a straitjacket. Video games are played to not have to deal with the inconvenient minutiae of real life.
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9. Realism should be admitted whenever possible.
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- People have good intuitions about how physics work and these intuitions should be entertained whenever it does not have to defer to the gameplay in order to meet the constraints of the other criteria.
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- Reality is a comfortable blanket, not a straitjacket. Video games are played to not have to deal with the inconvenient minutiae of real life.
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### Pragmatic Constraints
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1. Weapons and gameplay are designed for the game as it exists, not as it might be.
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* The game is not owed maps and future assets can't be counted on to exist until they actually exist.
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* Until such time has passed that the development team has coffers large enough to buy assets (which is not particularly likely), no work can be guaranteed in advance.
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* For this reason, being able to consistently execute tasks as promised and on time is very much more useful than scattershot completion of tasks whenever time or motivation is available.
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* Personal issues happen and the development should not be catastrophically destroyed by such an event.
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- The game is not owed maps and future assets can't be counted on to exist until they actually exist.
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- Until such time has passed that the development team has coffers large enough to buy assets (which is not particularly likely), no work can be guaranteed in advance.
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- For this reason, being able to consistently execute tasks as promised and on time is very much more useful than scattershot completion of tasks whenever time or motivation is available.
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- Personal issues happen and in a volunteer situation you should expect that to have an impact from time to time and plan accordingly.
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2. It is not realistic to claim that a small open source project can beat commercially funded games at what they do.
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* Mimicing the gameplay of other games means that they are in direct competetion with the game, and the game then has to be better than those other games.
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* Games which have commercial funding should be looked at as the *absolute ceiling* of how well the game could do in that specific subgenre of AFPS.
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* This means that replicating failed games is the *peak* of how an open-source game in the same vein could do.
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* More sucessful commercial games are a good case study to understand why certain mechanics or combinations of mechanics succeed or fail.
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- Mimicing the gameplay of other games means that they are in direct competetion with the game, and the game then has to be better than those other games.
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- Games which have commercial funding should be looked at as the *absolute ceiling* of how well the game could do in that specific subgenre of AFPS.
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- This means that replicating failed games is the *peak* of how an open-source game in the same vein could do.
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- More sucessful commercial games are a good case study to understand why certain mechanics or combinations of mechanics succeed or fail.
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3. The development team is not on a mission from God.
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* The game can only expect to succeed or fail on the merits of the actual game and not on other metrics.
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* This includes being open source. Most people couldn't care less if a program is open source.
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* The development team is not especially privileged. Developers are ordinary people and are largely only capable of ordinary feats.
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* Help will *not* show up when it is needed most.
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4. Overpromising and underdelivering is worse than underpromising and overdelivering.
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* Providing large numbers of possible gameplay combinations without having the vast majority of them work satisfactorily is overpromising.
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* Large numbers of gameplay modes or maps makes it difficult for a team of a limited size to deliver consistent quality.
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* Due to the nature of open source it is often difficult to guarantee in advance that features will be ready for a release.
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* Missing a launch date is a very easy way to overpromise and underdeliver, and unfortunately very common in game releases.
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- The game can only expect to succeed or fail on the merits of the actual game and not on other metrics.
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- This includes being open source. Most people don't care if a program is open source.
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- The development team is not especially privileged. Developers are ordinary people and are largely only capable of ordinary feats.
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5. Losing a potential player to installation difficulties of UI navigation difficulties is always the game's fault.
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* The game cannot assume any computer skills on the behalf of the player.
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* The game cannot assume the user has read the documentation.
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4. Losing a potential player to installation difficulties of UI navigation difficulties is always the game's fault.
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- The game cannot assume any computer skills on the behalf of the player.
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- The game cannot assume the user has read the documentation.
Copy file name to clipboardExpand all lines: docs/editing/Basics.md
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{:toc}
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Red Eclipse 2 makes use of the Tesseract engine, which utilizes an octree node for its level geometry. This allows for a shallow learning curve where anyone can quickly start making their own maps / levels to share with others. The editor itself is also contained within the game as its own game mode, meaning that you can create an entire map without the need of additional tools/software like most other 3D games. You can also join an online server to edit maps with others in realtime multiplayer map editing.
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Red Eclipse makes use of the Tesseract engine, which utilizes an octree node for its level geometry. This allows for a shallow learning curve where anyone can quickly start making their own maps / levels to share with others. The editor itself is also contained within the game as its own game mode, meaning that you can create an entire map without the need of additional tools/software like most other 3D games. You can also join an online server to edit maps with others in realtime multiplayer map editing.
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----
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### Getting Started
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To make your first map, you will want to enter the *editing* game mode. This can be done by selecting *editing* from the map selection menu, or alternatively you can type `/edit <mapname>` at the in-game console.
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To make your first map, you will want to enter the *editing* game mode. This can be done by selecting *editing* from the map selection menu, or alternatively you can type `/edit <mapname>` at the in-game console.
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Once you have loaded the *editing* game mode. You can start a new map, by typing `/newmap`. This gives you an empty world to start from.
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### The Basics of Cube Manipulation
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The level geometry in Red Eclipse 2 is made up of cubes for the most part. They can be easily added or removed from the world with the scroll wheel, whilst using the edit camera.
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The level geometry in Red Eclipse is made up of cubes for the most part. They can be easily added or removed from the world with the scroll wheel, whilst using the edit camera.
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On a new map, you only need to select an area on the floor, and start using your scroll wheel to see how this functions. You can click & drag to select an area and extrude multiple cube faces simultaneously.
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On a new map, you only need to select an area on the floor, and start using your scroll wheel to see how this functions. You can click & drag to select an area and extrude multiple cube faces simultaneously.
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Right clicking different sides of the selection grid allows you to change which cube face you will be extruding cubes from.
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### Lighting
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Red Eclipse 2 supports realtime dynamic lighting. Meaning you can add a light entity to the map and instantly see your changes by moving the light entity around.
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Red Eclipse supports realtime dynamic lighting. Meaning you can add a light entity to the map and instantly see your changes by moving the light entity around.
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To add a new light entity, you can press `E`,`F` to access the entity menu, and select *light*. Or alternatively, you can also type `/newent light` into the console. The entity will appear where your current grid selection is located.
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| 3 + SCROLL | Green |
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| 4 + SCROLL | Blue |
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You can also add some global lighting, by setting the `sunlight` variable.
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You can also add some global lighting, by setting the `sunlight` variable.
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This can be adjusted from the *Environment Settings*, accessed by pressing `F3`.
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Alternatively, you can type `/sunlight 140 150 160` into the console, to instantly add light to the world. This command takes the values R G B (0-255).
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Alternatively, you can type `/sunlight 140 150 160` into the console, to instantly add light to the world. This command takes the values R G B (0-255).
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### Helper UI's
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Red Eclipse 2 features several helper menus for adjusting various map settings whilst inside the editing mode. Ensure you have pressed `F2` to enter the edit camera to access the following;
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Red Eclipse features several helper menus for adjusting various map settings whilst inside the editing mode. Ensure you have pressed `F2` to enter the edit camera to access the following;
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#### Texture Browser
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These can be accessed by pressing `F3`. Here you can change several things relating to the world lighting, fog, skybox, and ambient lighting.
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The above are also accessible from the editing menu, which can be accessed by pressing `E`.
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The above are also accessible from the editing menu, which can be accessed by pressing `E`.
Copy file name to clipboardExpand all lines: docs/gameplay/Parkour-Guide.md
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*Red Eclipse 2* features a parkour system, that allows you to navigate maps in many different ways.
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*Red Eclipse* features a parkour system, that allows you to navigate maps in many different ways.
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### The impulse system
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Parkour is limited to 6 successive moves in a row by default. Touching the ground will start charging the impulse move count. You can strategically use this to hop / slide / vault / wall run / dash around a map and gain momentum to speed past your opponents.
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You can show your current move count on the HUD by checking
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You can show your current move count on the HUD by checking
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-***Settings > User Interface > Show Moves Remaining***
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or alternatively by opening the in-game console and typing `/showmovecount 1`
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