Commit Graph
12 Commits
Author SHA1 Message Date
cthangover b30f98c870 Line endings: LF everywhere
.gitattributes forces LF (CRLF only for .bat/.cmd), core.autocrlf is off;
files that differed only by CRLF are normalized.
2026-10-21 13:29:34 +02:00
cthangover 2ea57b7240 Commit pending working-tree changes (local edits, line endings) 2026-10-21 12:31:49 +02:00
cthangover baea449122 Template game = own mod + reusable town_pack
The novel template becomes the intended layering: collection novel_template
lists my_novel_game (its own scenes, scenarios, text), town_pack (reusable
backgrounds and the bar ambience) and the engine. The town entrance and the
home vestibule move from cthangover_game into town_pack instead of being
copied; cthangover_game depends on it. Docs explain how to start a game from
these three layers.
2026-10-18 20:09:06 +02:00
cthangover d979595f8a Rename cthangover_story to cthangover_game
The mod holding the main game's own scenes and story follows the <game>_game
naming rule; further parts stay <game>_<part>, reusable content is <theme>_pack.
2026-10-18 19:45:47 +02:00
cthangover 953ef70a86 Collections are packages of their own
A collection is no longer a file inside a mod: it is a package (folder or zip)
named after its id with collection.json, cover and optional locale/, shipped in
collections/ next to the mods or kept by the player in user://collections/.
Covers and texts come from the package; mods do not ship collections.
2026-10-18 19:21:35 +02:00
cthangover 56f94e4a43 Mod naming rule and engine UI in engine mods
Mods are renamed by role (shell2d_base, menu_base, ui_base, live2d_base,
editor_tools, cthangover_story, cthangover_murakami, cthangover_party) and
every reference follows. Engine UI prefabs (dialog, answers, message, game
menu, inventory, map, skills) and their panel entries moved out of the story
mod into the subsystem mods; the card_novel and vn_starter_novel collections
are removed.
2026-10-18 19:00:15 +02:00
cthangover 5f66d73149 Locale cleanup from the locale atlas
- An empty select "" carries no key=: the prompt keys go from the
  scenarios and from the locale files.
- Scenario option strings live only in scenarios_<lang>.properties; the
  duplicates in en/ru.properties are removed.
- English names/info for the map zones (mapzone/home, town_entry).
- locale/scenarios_ru.properties: Russian scenario strings get their own
  file next to scenarios_en.
2026-10-17 14:30:15 +00:00
cthangover cf58703889 Hand shared resources to the mods that use them
Findings of the resource atlas: engine and shell mods took these
resources from the content mod without depending on it.
- Main menu music (Serpent's Lament + the mainmenu playlist) -> base_menu.
- Battle win/defeat sounds -> turn_battle_base; UI sounds close_click and
  skip -> interface; card selection effect -> card_battle.
- Journal notification texts (ui/journal/new, updated) -> quests_base;
  settings screen texts (settings/*) -> base_menu.
- depends now declares characters_base, items_base and quests_base, whose
  resources the content uses.
2026-10-17 14:30:14 +00:00
cthangover 8f6d0c26c1 Game collections: cthangover (the full game), vn_starter_novel entry
- collections/cthangover.json: the main game as a "game" collection — the
  story with characters, quests, items and cooking, both battle cores,
  recruitment, Live2D and the developer tools; entry scene start_scene,
  battle.core = card_battle, cover, en/ru texts.
- vn_starter_novel: entry scene and battle core settings; the story block
  pulls starter_party, the battle block pulls card_battle.
2026-10-17 14:30:13 +00:00
cthangover bf76a60b17 upd 2026-09-24 11:17:05 +03:00
cthangover 502b84f9aa move ui to mods 2026-09-24 10:42:44 +03:00
cthangover a4bbe43f87 init 2026-09-10 18:15:12 +03:00