Game and Unit development: Difference between revisions

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*[[Units-FeatureDefs]] - define the attributes of features
*[[Units-FeatureDefs]] - define the attributes of features


=Global game variables (modrules.lua)=
=Engine Related=
*[[Modrules.lua]]
* [[Download_Testing]] - Test the compatibility of your game on upcoming versions of the Spring engine.


=Tutorials=
=Tutorials=
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[[Category: Unit_development]]
[[Category: Unit_development]]
[[Category:Game development]]
[[Category:Game development]]
=Engine Related=
* [[Download_Testing]] - Test the compatibility of your game on upcoming versions of the Spring engine.

Revision as of 05:41, 12 February 2012

Development < Game and Unit development

Game development

This information is meant to help newcomers learn how to develop their own games for the Spring Engine.


General

Reference

Unit Scripting/Animations (.cob, .bos, .lua)

Lua Animations

To edit .lua files you need a text editor.

COB Animations

The binary '.cob' file format is obsolete and some '.cob' files might be copyrighed by cavedog. A '.cob' file can be decompiled to see what it is doing or if you have the source, that is a '.bos' file, you can compile it into a '.cob' file.

To edit .bos files you need a program/compiler. The most famous one is Scriptor

Modeling

Spring supports different 3d representations: '.s3o' and '.3do'. The biggest difference between both formats is the workflow to create a new unit. There are exporter plugins for 'blender' and '3ds-max' so that texturing and modeling can be done using these. In contrast: when you model an '.3do' you have to use upspring currently.

The animation with can either be done using 'lua' or 'COB/BOS' is does not depend on either, see rigging/animation. For new units use 'lua' scripting.

FeatureDefs (objects on the map, wrecks of destroyed units)

Engine Related

  • Download_Testing - Test the compatibility of your game on upcoming versions of the Spring engine.

Tutorials

Modeling Tutorials

Texture Tutorials