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MAP FORMAT #2
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Map Structure (JSON) - Current{
"id": "",
"title": "Untitled Map",
"spawn": "0 0 0",
"size": 100,
"world": {
"sky": {
"color": "#FFFFFF",
"scatter": "#FFFFFF",
"sun": "#FFFFFF"
},
"lights": {
"ambient": {
"color": "#FFFFFF",
"intensity": 1.0
},
"directional": {
"color": "#FFFFFF",
"intensity": 1.0
}
},
"physics": {
"gravity": -0.9
}
},
"objects": [{
"id": "",
"label": "cube",
"active": false,
"category": "block",
"type": "cube",
"position": "1 1 1",
"rotation": "0 0 0",
"color": "#EEEEEE",
"texture": "",
"physics": {}
},{
"id": "",
"label": "point",
"active": false,
"category": "entity",
"type": "point",
"position": "1 1 1",
"rotation": "0 0 0"
},{
"id": "",
"label": "modelName",
"active": false,
"category": "model",
"type": "modelName",
"position": "1 1 1",
"rotation": "0 0 0",
"material": "materialName"
}]
} |
@circuitbone I have the ability to enable automatic updates when the application starts. We can supply models from the server so the players have them locally. For playing maps made by other players, we will need to figure out how much customization they are allowed including adding custom models etc. In any case, the models are loaded via datauri and sent as json to the editor / game state...so it’s probably good that most of these models are small in filesize anyway. |
Think of customer contribution assets down the track, moderation problem and validation is labour intensive for now. |
|
My goto JSON editor |
Map parameter ideas
|
Suggestion for map format: Use TMX format, to make it interchangable with other engines and frameworks. As well at mini-golf itself, ofcourse ;) |
The structure of all maps and the inherited data with each map.
Template Starter Map
Minimum Map Requirements
Standard Assets with every course
Theme
File Folder Structure
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