diff --git a/README.md b/README.md index c27e177..7c88789 100644 --- a/README.md +++ b/README.md @@ -1,19 +1,44 @@ -This repository contains a bare development environment for creating a new mod/game on the [OpenRA](https://github.com/OpenRA/OpenRA) engine. +# VINYLGOD -These scripts and support files wrap and automatically manage a copy of the OpenRA game engine and common files during development, and generates Windows installers, macOS .app bundles, and Linux [AppImages](https://appimage.org/) for distribution. +**An original vinyl-monster-robot RTS.** Forty years after The Great Compression +deleted all recorded music, the last analog sound crystallised underground as +**Black Wax** — and whoever presses it controls what the world hears next. -The key scripts in this SDK are: +The **Monster Robot Party** (rust, hot pink, gaffer tape, souls made of record +collections) versus **The Stream** (glossy white logistics fleet of a +recommendation algorithm that knows you'd be 4% more engaged with something +shorter). Harvest wax, press records, stack amps, drop the needle. -| Windows | Linux / macOS | Purpose -| --------------------- | ------------------------ | ------------- | -| make.cmd | Makefile | Compiles your project and fetches dependencies (including the OpenRA engine). -| launch-game.cmd | launch-game.sh | Launches your project from the SDK directory. -| launch-server.cmd | launch-server.sh | Launches a dedicated server for your project from the SDK directory. -| utility.cmd | utility.sh | Launches the OpenRA Utility for your project. -| <not available> | packaging/package-all.sh | Generates release installers for your project. +Built as a total conversion on the [OpenRA](https://www.openra.net) engine. +Lore in [LORE.md](LORE.md). Build phases and agent instructions in +[MEGAPLAN.md](MEGAPLAN.md). -To launch your project from the development environment you must first compile the project by running `make.cmd` (Windows), or opening a terminal in the SDK directory and running `make` (Linux / macOS). You can then run `launch-game.cmd` (Windows) or `launch-game.sh` (Linux / macOS) to run your game. +## Play (macOS) -The `vinylgod` mod included in this repository provides the bare minimum structure to launch to the in-game main menu for the sole purpose of demonstrating the SDK. See [Getting Started](https://github.com/OpenRA/OpenRAModTemplate/wiki/Getting-Started) on the Wiki for instructions on how to adapt this template for your own projects. For common questions, please see the [FAQ](https://github.com/OpenRA/OpenRAModSDK/wiki/FAQ). See [Updating to a new SDK or Engine version](https://github.com/OpenRA/OpenRAModSDK/wiki/Updating-to-a-new-SDK-or-Engine-version) for a guide on updating your mod a newer OpenRA release. +```sh +export PATH="/opt/homebrew/opt/dotnet@8/bin:$PATH" +export DOTNET_ROLL_FORWARD=LatestMajor +make && ./launch-game.sh Game.Mod=vinylgod +``` -The OpenRA engine and SDK scripts are made available under the [GPLv3](https://github.com/OpenRA/OpenRA/blob/bleed/COPYING) license, and any executable code developed by a mod and loaded by the engine (i.e. custom mod DLLs, lua scripts) must be released under a compatible license. Your mod data files (artwork, sound files, yaml, etc) are not part of your mod's source code, so you are free to distribute these assets under different terms (e.g. allowing redistribution in unmodified form, but not for use in other works). +The main-menu background is a live AI-vs-AI battle (it doubles as the +integration test). Start a skirmish on **Pressing District** (4p) or +**Vinylgod Map** (1v1) against the Wax AI. + +## Features + +- Two asymmetric factions, 26 actors, full base-building + wax economy +- 16-facing rotating vehicles, projectile & explosion effects +- Superweapons: **THE DROP** (orbital tonearm) vs **THE SHUFFLE** +- Skirmish AI that plays both factions +- MC 8-TRACK announcer + generated soundtrack + +All art, audio and music generated on a local MODELBEAST render farm — prompt +provenance in [assets_src/PROMPTS.md](assets_src/PROMPTS.md). No third-party IP. + +## License + +GPL v3 (see [COPYING](COPYING)), as a derivative of the OpenRA engine and Mod SDK. +All original lore, names, art and audio © monsterrobot.party, released under the +same terms. This project contains no Electronic Arts code, assets, or trademarks +and claims no affiliation with any other RTS. diff --git a/mods/vinylgod/audio/sfx_bass.wav b/mods/vinylgod/audio/sfx_bass.wav new file mode 100644 index 0000000..ea8cf83 Binary files /dev/null and b/mods/vinylgod/audio/sfx_bass.wav differ diff --git a/mods/vinylgod/audio/sfx_boom.wav b/mods/vinylgod/audio/sfx_boom.wav new file mode 100644 index 0000000..29abb31 Binary files /dev/null and b/mods/vinylgod/audio/sfx_boom.wav differ diff --git a/mods/vinylgod/audio/sfx_pop.wav b/mods/vinylgod/audio/sfx_pop.wav new file mode 100644 index 0000000..2152994 Binary files /dev/null and b/mods/vinylgod/audio/sfx_pop.wav differ diff --git a/mods/vinylgod/audio/sfx_throw.wav b/mods/vinylgod/audio/sfx_throw.wav new file mode 100644 index 0000000..bda047c Binary files /dev/null and b/mods/vinylgod/audio/sfx_throw.wav differ diff --git a/mods/vinylgod/audio/sfx_zap.wav b/mods/vinylgod/audio/sfx_zap.wav new file mode 100644 index 0000000..b862979 Binary files /dev/null and b/mods/vinylgod/audio/sfx_zap.wav differ diff --git a/mods/vinylgod/weapons/vinylgod.yaml b/mods/vinylgod/weapons/vinylgod.yaml index d041e96..6ec2e0d 100644 --- a/mods/vinylgod/weapons/vinylgod.yaml +++ b/mods/vinylgod/weapons/vinylgod.yaml @@ -7,8 +7,10 @@ tonearm_blade: Inherits: ^GroundWeapon + Report: audio/sfx_throw.wav Warhead@2Eff: CreateEffect Explosions: pop + ImpactSounds: audio/sfx_pop.wav ValidTargets: Ground, GroundActor ReloadDelay: 12 Range: 1c512 @@ -24,8 +26,10 @@ tonearm_blade: seven_inch: Inherits: ^GroundWeapon + Report: audio/sfx_throw.wav Warhead@2Eff: CreateEffect Explosions: pop + ImpactSounds: audio/sfx_pop.wav ValidTargets: Ground, GroundActor ReloadDelay: 30 Range: 4c0 @@ -46,8 +50,10 @@ seven_inch: feedback_burst: Inherits: ^GroundWeapon + Report: audio/sfx_zap.wav Warhead@2Eff: CreateEffect Explosions: pop + ImpactSounds: audio/sfx_pop.wav ValidTargets: Ground, GroundActor ReloadDelay: 50 Range: 5c0 @@ -63,8 +69,10 @@ feedback_burst: bass_ring: Inherits: ^GroundWeapon + Report: audio/sfx_bass.wav Warhead@2Eff: CreateEffect Explosions: bigboom + ImpactSounds: audio/sfx_boom.wav ValidTargets: Ground, GroundActor ReloadDelay: 120 Range: 9c0 @@ -85,8 +93,10 @@ bass_ring: ping: Inherits: ^GroundWeapon + Report: audio/sfx_zap.wav Warhead@2Eff: CreateEffect Explosions: pop + ImpactSounds: audio/sfx_pop.wav ValidTargets: Ground, GroundActor ReloadDelay: 15 Range: 3c512 @@ -103,11 +113,13 @@ ping: UnitExplode: Warhead@Eff: CreateEffect Explosions: pop + ImpactSounds: audio/sfx_pop.wav ValidTargets: Ground, GroundActor BuildingExplode: Warhead@Eff: CreateEffect Explosions: bigboom + ImpactSounds: audio/sfx_boom.wav ValidTargets: Ground, GroundActor thedrop_impact: @@ -123,6 +135,7 @@ thedrop_impact: Heavy: 90 Warhead@2Eff: CreateEffect Explosions: bigboom + ImpactSounds: audio/sfx_boom.wav ValidTargets: Ground, GroundActor theshuffle_impact: @@ -138,4 +151,5 @@ theshuffle_impact: Heavy: 80 Warhead@2Eff: CreateEffect Explosions: bigboom + ImpactSounds: audio/sfx_boom.wav ValidTargets: Ground, GroundActor