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Repository Structure
unfa edited this page 8 months 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