From b8021ae5a6b0a88097f620eef60af78319da9a73 Mon Sep 17 00:00:00 2001 From: Mimi Momo Date: Sat, 15 Oct 2022 22:57:57 -0500 Subject: [PATCH] gdd --- src/index.py | 6 ++++++ src/views/bf-Mercur.tpl | 6 ++++++ src/views/bf-gdd.tpl | 2 +- src/views/bf-id.tpl | 8 ++++++-- src/views/milestones.tpl | 1 + 5 files changed, 20 insertions(+), 3 deletions(-) create mode 100644 src/views/bf-Mercur.tpl diff --git a/src/index.py b/src/index.py index 67857a3..36496f4 100644 --- a/src/index.py +++ b/src/index.py @@ -574,6 +574,12 @@ def mech1(): """inspect""" info = {'css': 'doc', 'title': 'blessfrey gdd - game mechanics', 'year': find_year()} return template('bf-mech-inspect.tpl', info) +# Mercur +@route('/blessfrey-mercur') +def mercur(): + """Mercur Page""" + info = {'css': 'doc', 'title': 'blessfrey gdd - Mercur', 'year': find_year()} + return template('bf-mercur.tpl', info) # Setting @route('/blessfrey-setting') def setting(): diff --git a/src/views/bf-Mercur.tpl b/src/views/bf-Mercur.tpl new file mode 100644 index 0000000..42637f3 --- /dev/null +++ b/src/views/bf-Mercur.tpl @@ -0,0 +1,6 @@ +% import random +% rebase('frame.tpl') +
+

blessfrey gdd - Mercur

+

All acts of god are attributed to him. His steed is the MessageBus. He is technically an entity.

+
diff --git a/src/views/bf-gdd.tpl b/src/views/bf-gdd.tpl index 4f75702..0e21817 100644 --- a/src/views/bf-gdd.tpl +++ b/src/views/bf-gdd.tpl @@ -5,7 +5,7 @@

The vision for Blessfrey


diff --git a/src/views/bf-id.tpl b/src/views/bf-id.tpl index e4e0e03..8adbbd2 100644 --- a/src/views/bf-id.tpl +++ b/src/views/bf-id.tpl @@ -39,8 +39,8 @@
  • wo - unsorted words, includes game title

  • -

    entity ID

    -

    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.

    +

    base ID

    +

    Base IDs apply to a few other things, but it's virtually only for entities. They identify a specific type of entity, not a particular instance of that entity. 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.

    +
    +

    ref ID

    +

    Every entity with the base.gd script has a ref ID. It identifies a specific instance of an entity. The MessageBus assigns them sequentially as integers starting at 0 during the _ready stage of each entity. The earlier the ref ID, the older the entity.

    +
    diff --git a/src/views/milestones.tpl b/src/views/milestones.tpl index 17e5839..d8fd47e 100644 --- a/src/views/milestones.tpl +++ b/src/views/milestones.tpl @@ -23,6 +23,7 @@
  • {{random.choice(['.','•','☆','★'])}} basic obstructions - walls
  • {{random.choice(['.','•','☆','★'])}} basic AI - states, transitions
  • {{random.choice(['.','•','☆','★'])}} basic combat - life, spirit, attacks, skills, hitbox, aggro
  • +
  • {{random.choice(['.','•','☆','★'])}} base id, ref id
  • {{random.choice(['.','•','☆','★'])}} basic UI - start screen, controls screen, credits screen
  • {{random.choice(['.','•','☆','★'])}} basic audio - BGM, attack SFX, skill SFX, ambience
  • {{random.choice(['.','•','☆','★'])}} basic audio adjustments - volume slider, mute button