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190 lines
4.7 KiB
TOML
190 lines
4.7 KiB
TOML
[credits]
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text = """
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# Martian Chess
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An Icehouse game by Andrew Looney
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Art by Sam Hall
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Programming by Elijah Voigt
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---
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# Third Party Tools
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Bevy Engine: bevyengine.org
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FMOD/FMOD Studio: fmod.com
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---
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# Art Assets
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Image Textures retrieved from textures.com:
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Concrete Energy Pole - https://www.textures.com/download/PBR0340/136381
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Space Blanket Folds - https://www.textures.com/download/PBR0152/133187
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Background 2D art by NASA: LINK HERE
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"""
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[intro]
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text = """
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At the intersection of humanity's wildest imaginations and the infinite of the cosmos, the lines between possible and real fall apart like dissolving paper.
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On Earth, a long tradition of combat and destruction amongst different groups has been upheld and respected; given a place in the social mind. As spacetime stretches ever on, the rhyme of the universe reveals itself, and even includes such traditions.
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And so, humanity came face to face with a curiosity. Looking to our martian analogues, we find a twin destructive tradition, but one which seems backwards. In their tradition, each victory is also a loss. Each battle is waged simultaneously with opponent and self, and a mutual pact of annihilation and tactics unfolds until one side lays barren, just as likely to be the victor.
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But Can you adapt?
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Will you be a part of the universal rhyme, and if so, which side are you on?
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"""
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[resolution]
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x = 640
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y = 480
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#########################################################################
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# Audio settings
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#########################################################################
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###
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# Main music track
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###
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[audio.music]
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main = "/Music/Main Track2"
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###
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# Menu SFX
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###
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[audio.menu]
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select = "/SFX/MenuSelect"
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hover = "/SFX/MenuHover"
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###
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# 3D Mode SFX
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###
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[audio.display3d]
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pick_up = "/SFX/3D/3DPickUpPiece"
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put_down = "/SFX/3D/3DPutDownPiece"
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idle = "/SFX/3D/3DPickup-Idle-PutdownWhirr"
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invalid = "/sfx/3D/3DInvalidMove"
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####################
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# Display3d settings
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####################
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[display3d]
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###
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# Multi-sample Anti-Aliasing
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# https://docs.rs/bevy/0.11.3/bevy/prelude/enum.Msaa.html
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# Options: Off, Sample2, Sample4, Sample8
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# Requires: display3d.ssoa.quality_level = "Off"
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###
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msaa = "Sample4"
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###
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# Enable HDR lighting
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###
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hdr = true
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###
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# Screen Space Ambient Occlusion
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# https://docs.rs/bevy/0.11.3/bevy/pbr/enum.ScreenSpaceAmbientOcclusionQualityLevel.html
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# Options: Off, Low, Medium, High, Ultra
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# Requires: display3d.msaa = "Off"
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###
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ssoa.quality_level = "Off"
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[display3d.models]
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assets_file = "models/Martian Chess.glb"
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skybox_file = "images/skybox.png"
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[display3d.models.scenes]
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queen = "Queen"
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drone = "Drone"
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pawn = "Pawn"
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board = "Gameboard"
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valid_move = "Valid Move Spot"
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[display3d.models.animations]
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intro_a = "GameCamIntro1"
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intro_b = "GameCamIntro2"
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turn_b = "GameCamSide2>1"
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turn_a = "GameCamSide1>2"
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[display3d.models.animations.pick_up]
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pawn = "PawnPiecePickup"
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drone = "DronePiecePickup"
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queen = "QueenPiecePickup"
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[display3d.models.animations.put_down]
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pawn = "PawnPiecePutDown"
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drone = "DronePiecePutDown"
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queen = "QueenPiecePutDown"
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[display3d.models.animations.idle]
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pawn = "PawnPieceIdle"
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drone = "DronePieceIdle"
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queen = "QueenPieceIdle"
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[display3d.models.materials]
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queen_red = "Queen"
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queen_blue = "QueenBlue"
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drone_red = "Drone"
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drone_blue = "DroneBlue"
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pawn_red = "Pawn"
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pawn_blue = "DroneBlue"
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dots_red = "Dots"
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dots_blue = "DotsBlue"
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[display3d.lights.scaling]
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# https://docs.rs/bevy/0.11.3/bevy/pbr/struct.SpotLight.html
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spot = 1.0
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# https://docs.rs/bevy/0.11.3/bevy/pbr/struct.PointLight.html
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point = 0.01
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# https://docs.rs/bevy/0.11.3/bevy/pbr/struct.DirectionalLight.html
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directional = 1.0
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###
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# Fog
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# Only seems to affect objects and not skyboxes
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###
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[display3d.fog]
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directional_light_exponent = 0.0
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[display3d.fog.color]
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Rgba = { red = 1.0, green = 1.0, blue = 1.0, alpha = 0.0 }
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[display3d.fog.directional_light_color]
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Rgba = { red = 1.0, green = 1.0, blue = 1.0, alpha = 0.0 }
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###
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# Fog Faloff
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# https://docs.rs/bevy/0.11.3/bevy/pbr/enum.FogFalloff.html
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###
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[display3d.fog.falloff]
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Exponential = { density = 1.0 }
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# Examples:
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# * Linear = { start = 1.0, end = 10.0 }
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# * Exponential = { density = 1.0 }
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# * ExponentialSquared = { density = 1.0 }
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# * Atmospheric = { extinction = [1.0, 1.0, 1.0], inscattering = [1.0, 1.0, 1.0] }
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###
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# Display 3D Coloring
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###
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[display3d.color]
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###
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# Tonemapping
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# https://docs.rs/bevy/0.11.3/bevy/core_pipeline/tonemapping/enum.Tonemapping.html
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# Options: None, Reinhard, ReinhardLuminance, AcesFitted, AgX, SomewhatBoringDisplayTransform, TonyMcMapface, BlenderFilmic
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###
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tonemapping = "ReinhardLuminance"
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###
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# Color grading
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# https://docs.rs/bevy/0.11.3/bevy/render/view/struct.ColorGrading.html
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###
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[display3d.color.grading]
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exposure = 2.0
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gamma = 1.0
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pre_saturation = 1.0
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post_saturation = 1.0
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