diff --git a/src/views/bf-gdd.tpl b/src/views/bf-gdd.tpl index f3012d8..11c3a33 100644 --- a/src/views/bf-gdd.tpl +++ b/src/views/bf-gdd.tpl @@ -5,20 +5,8 @@
The vision for Blessfrey
Entities need IDs for translations (even English is pulled in through the TranslationServer) and comparisons.
Translation IDs are 6-or-8-character strings. I like for them to use letters and follow a pattern, so random words can bubble up through the babble.
TL keys are 6 characters (favoring letters), and "de" is prefixed for their description. The first 2 letters indicate the category, while the last 4 indicate the individual. The last four are kind of freeform, usually the first 2 letters of each word of the English display name. If it's only one word, then it's its first 4 letters. If it's too short, "a" is suffixed for padding. If that pattern would recreate an existing code, I smudge which significant name characters are taken. If "a" is already used, I use "b," "c," all the way to 9.
ID category prefixes:
IDs apply to a few other things, but it's virtually only for entities. They are 6-character hexadecimal strings (favoring numbers). I like that they correspond to color hex codes, so I can find out everyone's secret color. Generally, a category's earliest and most representative entities are the purest in hue.
The first three digits represent categorization, while the last increment by one for each member within that group. Commons start at 000 and increment numerically, while elites and bosses start at aaa and increment alphabetically.
When tangible entity is right-clicked, the inspect menu adds a UI option for each inspect option.
Focus and finish the game!
Legend: nothing at all, designed, basic implementation, intentionally designed, tested, more or less finalized +
Legend: nothing at all, designed, basic implementation, intentionally designed, tested, documented, more or less finalized