Changed old README.md to a more appropriate 'handbook'

New README.md is better suited for Git

Signed-off-by: Daniel Marsee <rdmarsee@gmail.com>
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Daniel Marsee 2016-11-03 13:25:28 -04:00
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Electric v1.0:0015
DO NOT INSTALL OVER BETA II (v0.8)! It will break things.
For less information, see the "About" page for Electric on cheesewatergames.tk.
Rules 'n' stuff
As far as an objective, there isn't really an end goal, just get as many points as possible, and try not to die.
How to main menu
ELECTRIC
title of the game
Play
I don't think I need to explain
Options
Go to the Options menu, which actually has options in it this time
Credits
View the credits
Exit
Exit the game
How to options menu
OPTIONS
Letting you know that this is the Options menu
Set Screen Resolution (* x *)
Change resolution -- You probably won't need this, since it autodetects
Toggle Fullscreen (*)
Turn fullscreen on or off -- default is on
Fancyness (*)
If you're running it on a netbook or similar device, some of the graphical fancies can give it a hard time -- default is low
Plane Color (*, *, *) -- *
Change the color of your plane. Use RGB. -- default is (0, 0, 255) -- Electric Blue
Enemy AI (*)
Change how good the enemy AI is. "Good" always aims directly at the target, while "Really Good" leads. In "Really Good," the AI can also use the markets, though their selection is limited. -- default is good.
Input Device: *
Change input between mouse and keybord or selected controller. -- default is mouse & keybord (0).
Controls (If you're using a controller)
Change default controls (some input devices have unique buttons and axis). Standard set by Logitech Attack 3.
Planes per team: (*)
Number of planes per color -- default is 1
Music volume (*)
Changes music volume in menu and game. Change takes effect when you leave the options menu. -- Default is 100%.
Restore Defaults
You might want to select this after an update.
Back
Go back to the main menu.
How to play
How to control
Keyboard:
"w"
increasae throttle,an increment of 10%
"s"
decrease throttle, a decrement of 10%
"a"
turn counter-clockwise
"d"
turn clockwise
"<spacebar>"
fire primary weapons
"f"
fire missiles
"1"-"3"
toggle primary weapons -- more than one can be on at a time
"4"-"5"
toggle missiles -- more than one can be on at a time
"6"-"9"
toggle mods -- more than one can be on at a time
Controller:
(All controls not listed still require the keyboard. Example used is Logitch Attack 3.)
"Axis 3"
throttle (0 - 100 = -1 - 1. Increase or decrease throttle control.)
"Axis 1"
steering (positive = clockwise, negative = counter- clockwise. Tilt joystick left and right.)
"Button 1"
fire primary weapons (trigger)
"Button 2"
fire missiles (button labelled "2")
"Button 3"
toggle selected weapon/mod
"Button 4"
select previous mod/weapon
"Button 5"
select next mod/weapon
How to HUD
PWR
"power" -- throttle (higher throttle takes more energy)
GEN
"generator" -- rate that power recharges, relative to full throttle. When PWR < GEN, the battery charges. When PWR > GEN, the battery drains.
BAT
"battery" -- amount of juice in the battery. When it runs out, the throttle cannot exceed 50%, and you cannot fire weapons.
SPD
"speed" speed measured in miles per hour.
ARM
"armor" -- health. If it reaches 0, you blow up and respawn.
AMO
"ammo" -- machine gun bullets, out of 10000
PTS
"points" -- one is gained every time you fire a killshot.
CR.
"credits" -- credits that you buy stuff at the market with.
_
_,-|_|-,_
|_|-|_|-|_|
-'-'-'-'-
|_|_|_|_|
Weapon hud
The five red squares hold primary weapons. The three blue squares hold missiles. The four green squares hold mods.
If a square is "on," a grey square appears inside of it. Weapons and missiles start "on," and mods start "off."
__________
|> v|
| |
| |
| |
|^ <|
----------
Tacmap
The four colored triangles show the location and orientation of their respective planes in the battlefeild.
How to market
fly into the western wall (assuming it's "Open!)
Along the top, there are three tabs, labled "Weapons," "mods," and "stats."
Clicking on these tabs takes the player to different parts of the market. The default is "weapons."
You will observe a list of available products, how many credits you have, and how much time you have left to stay in the market. (BTW, you get a credit for every point earned.)
In "weapons"
Laser
Cr. 3, 300 RPM, 960 pixels/sec, 5 damage/shot, .25 energy/shot, no special atributes
Vulcan
Cr. 3, 3600 RPM, 1200 pixels/sec, .5 damage/shot, 1 bullet/shot, 4 degrees spread angle
Spread
Cr. 3, 450 RPM, 960 pixels/sec, 2.5 damage/shot, .3 energy/shot, 3 shots fired at once, one forward, and 30 degrees on either side.
Plasma
Cr. 3, 600 RPM, 1080 pixels/sec, 10 damage/shot, .5 energy/shot, no special atributes
Gauss
Cr. 3, 450 RPM, 1200 pixels/sec, .5 damage/shot, 8 bullets/shot, fires like a shotgun
Avenger
Cr. 5, 3600 RPM, 1200 pixels/sec, 1 damage/shot, 1 bullet/shot, reqoil slows down plane
Homing Plasma
Cr. 5, Charged, 720 pixels/sec, homes
Pulse
Cr. 5, Charged, 960 pixels/sec, continues after hitting something, doubling power each time
10 Heat-Seeker Missiles
Cr. 4, 60 RPM, 960 pixels/sec, 50 damage/shot, 1 missile/shot, homes, range 2880 pixels (flies for 3 seconds)
10 Radar-Guided Missiles
Cr. 5, 60 RPM, 960 pixels/sec, 50 damage/shot, 1 missile/shot, homes and leads, range 5760 pixels (flies for 6 seconds)
4 Cruise Missiles
Cr. 6, 60 RPM, 960 pixels/sec, 300 damage/shot, 300 pixel radius, 1 missile/shot, homes poorly, range 8640 pixels (flies for 9 seconds)
Click on a product to purchase, and it will go to the storage grid.
Click on a product in the storage grid to pick it up.
Click on one of the red spaces on the weapon hud to put primary weapons there. It must be symmetrical, so you need two of the same kind of product in storage to place it in any of the wing slots(2, 3). Otherwise, it must go in the nose(1).
Click on one of the blue spaces on the weapon hud to put missiles there. Note that missiles in slot 5 fire at 120 RPM.
In "mods"
Aimer
Cr. 3, Displays where enemies will be when your shots arrive, draws a line in the direction the player is aiming, and missile targeting boundaries.
Energy ==> Armor
Cr. 3, Regenerates armor, but sucks down as much electricity.
Solid Rocket Booster
Cr. 3, Gives a speed boost when you are in an emergency. Lasts 3 seconds. One use only. Stackable.
Flare Pack
Cr. 3, releases 4 flares that confuse missiles. Works 4 out of 5 times. Stackable.
Click on a product to purchase, and it will go to the storage grid.
Click on a product in the storage grid to pick it up.
Click on one of the green spaces on the mod hud to put it there.
In "stats"
Generator
Cr. 5, Makes the generator more powerful
Battery Life
Cr. 5, Makes the battery last longer, but also recharge slower (it's still worth it)
Armor
Cr. 5, Makes the plane take less damage from shots
1000 Bullets
Cr. 1, 1000 machine gun bullets that the Vulcan uses.
Click on a product to apply it.
When hovering over an item with the mouse, a short summary of the item will appear below STORAGE.
Click "Exit" in the lower righthand corner to go back out.
Once out, the market cannot be entered until enough time has passed ("enough" = time spent in the market * 2)

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README.md
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Electric v1.0:0015 ABOUT Electric
--------------
Electric is a 2-D, top-down in-flight shooter.
Fight enemy forces as four air forces converge and battle in an intense team deathmatch vs. smart AI planes.
DO NOT INSTALL OVER BETA II (v0.8)! It will break things. Fly with a team, or take on enemies solo.
Upgrade your plane to stay at the top of the battlefield.
Use your favorite controller, or play with the classic keyboard.
Customize your team with colors and liveries.
For less information, see the "About" page for Electric on cheesewatergames.tk. ABOUT THIS PROJECT
------------------
This repo is for the post-release maintenance of Electric.
Any new patches for bugfixes, enhancements, or cleanup will come from here.
Rules 'n' stuff What we will do:
Improve performance over Electric 1.0
Fix bugs present in Electric 1.0
Add features missing from Electric 1.0 that still fit with the spirit of the original
Add Mac/Linux support
Make code more efficient
Create original music
What we will not do:
Change fundamental game mechanics
Deviate from the original purpose of the game
Deviate from the original look and feel of the game
Be an "early access" style rolling game
INSTALLING
----------
Installer code will not be available at this time for this project.
You will need to compile the source code (electric.bas) yourself while maintaining the original directory structure
You'll need an IDE called QB64 to build this, as it is written in a dialect of QuickBASIC
Yes, it'll run on modern computers
You may either use the download button above to get a compressed version of this code,
or you can use a Git client.
To use the Git client to clone this repository, issure the following command:
git clone http://creamery.cheesewatergames.tk/rdmarsee/Electric.git
As far as an objective, there isn't really an end goal, just get as many points as possible, and try not to die. BRANCHES
--------
There are currently two branches you may clone.
How to main menu Master - This is the default, and preferred branch.
Master will be kept clean and stable. If you follow proper procedure, it will always build on QB64 1.1
Master will also keep runtime errors to a minimum.
In fact, if you find a runtime error using Master, please log an issue to the issue tracker
You may also report any gameplay bugs or grievances for this branch
Do not report bugs or suggestions here that apply only to Electric 1_1. They'll be ignored.
1_1 - This is where the rapid development takes place.
Changes that may potentially break the game from time to time will be made here
Expect runtime errors and occasional build errors.
Again, any runtime or build errors you see, please log in the issues tracker under this branch
Do not log gameplay bugs or grievances in this branch - we're already working on them.
In the future, there will be a 1_2 branch.
At that time, 1_1 will become dormant and all new development will be focused towards 1_2
Exceptions for the 1_1 dormancy will be to fix critical bugs
There will be a final, binary release of 1_1 on the website.
ELECTRIC The game will be legacied after version 1_2
title of the game
Play
I don't think I need to explain
Options
Go to the Options menu, which actually has options in it this time
Credits
View the credits
Exit
Exit the game
How to options menu FORKING
-------
Feel free to fork this project for your own purposes. WITH SOME MINOR EXCEPTIONS
No matter how much you modify it, PLEASE give Cheese-Water Games credit for providing the original code.
Also, please don't simply re-release our code as-is under a different name. At least modify something.
OPTIONS THANK YOU!!!
Letting you know that this is the Options menu
Set Screen Resolution (* x *)
Change resolution -- You probably won't need this, since it autodetects
Toggle Fullscreen (*)
Turn fullscreen on or off -- default is on
Fancyness (*)
If you're running it on a netbook or similar device, some of the graphical fancies can give it a hard time -- default is low
Plane Color (*, *, *) -- *
Change the color of your plane. Use RGB. -- default is (0, 0, 255) -- Electric Blue
Enemy AI (*)
Change how good the enemy AI is. "Good" always aims directly at the target, while "Really Good" leads. In "Really Good," the AI can also use the markets, though their selection is limited. -- default is good.
Input Device: *
Change input between mouse and keybord or selected controller. -- default is mouse & keybord (0).
Controls (If you're using a controller)
Change default controls (some input devices have unique buttons and axis). Standard set by Logitech Attack 3.
Planes per team: (*)
Number of planes per color -- default is 1
Music volume (*)
Changes music volume in menu and game. Change takes effect when you leave the options menu. -- Default is 100%.
Restore Defaults
You might want to select this after an update.
Back
Go back to the main menu.
How to play
How to control ABOUT CHEESE-WATER GAMES
------------------------
Keyboard:
"w"
increasae throttle,an increment of 10%
"s"
decrease throttle, a decrement of 10%
"a"
turn counter-clockwise
"d"
turn clockwise
"<spacebar>"
fire primary weapons
"f"
fire missiles
"1"-"3"
toggle primary weapons -- more than one can be on at a time
"4"-"5"
toggle missiles -- more than one can be on at a time
"6"-"9"
toggle mods -- more than one can be on at a time
Controller:
(All controls not listed still require the keyboard. Example used is Logitch Attack 3.)
"Axis 3"
throttle (0 - 100 = -1 - 1. Increase or decrease throttle control.)
"Axis 1"
steering (positive = clockwise, negative = counter- clockwise. Tilt joystick left and right.)
"Button 1"
fire primary weapons (trigger)
"Button 2"
fire missiles (button labelled "2")
"Button 3"
toggle selected weapon/mod
"Button 4"
select previous mod/weapon
"Button 5"
select next mod/weapon
How to HUD Cheese-Water Games is the website for games made by Cheese-Water.
PWR Why Cheese-Water? Its a long story, so I wont bore you with it.
"power" -- throttle (higher throttle takes more energy)
GEN
"generator" -- rate that power recharges, relative to full throttle. When PWR < GEN, the battery charges. When PWR > GEN, the battery drains.
BAT
"battery" -- amount of juice in the battery. When it runs out, the throttle cannot exceed 50%, and you cannot fire weapons.
SPD
"speed" speed measured in miles per hour.
ARM
"armor" -- health. If it reaches 0, you blow up and respawn.
AMO
"ammo" -- machine gun bullets, out of 10000
PTS
"points" -- one is gained every time you fire a killshot.
CR.
"credits" -- credits that you buy stuff at the market with.
_
_,-|_|-,_
|_|-|_|-|_|
-'-'-'-'-
|_|_|_|_|
Weapon hud
The five red squares hold primary weapons. The three blue squares hold missiles. The four green squares hold mods.
If a square is "on," a grey square appears inside of it. Weapons and missiles start "on," and mods start "off."
__________
|> v|
| |
| |
| |
|^ <|
----------
Tacmap
The four colored triangles show the location and orientation of their respective planes in the battlefeild.
How to market I am a learning indie programmer who is trying very hard to make a future for myself. I am learning as I go, and, through this site, I invite you along for the ride. Things wont always be pretty, but hopefully, will always be better than before.
fly into the western wall (assuming it's "Open!)
Along the top, there are three tabs, labled "Weapons," "mods," and "stats."
Clicking on these tabs takes the player to different parts of the market. The default is "weapons."
You will observe a list of available products, how many credits you have, and how much time you have left to stay in the market. (BTW, you get a credit for every point earned.)
In "weapons"
Laser
Cr. 3, 300 RPM, 960 pixels/sec, 5 damage/shot, .25 energy/shot, no special atributes
Vulcan
Cr. 3, 3600 RPM, 1200 pixels/sec, .5 damage/shot, 1 bullet/shot, 4 degrees spread angle
Spread
Cr. 3, 450 RPM, 960 pixels/sec, 2.5 damage/shot, .3 energy/shot, 3 shots fired at once, one forward, and 30 degrees on either side.
Plasma
Cr. 3, 600 RPM, 1080 pixels/sec, 10 damage/shot, .5 energy/shot, no special atributes
Gauss
Cr. 3, 450 RPM, 1200 pixels/sec, .5 damage/shot, 8 bullets/shot, fires like a shotgun
Avenger
Cr. 5, 3600 RPM, 1200 pixels/sec, 1 damage/shot, 1 bullet/shot, reqoil slows down plane
Homing Plasma
Cr. 5, Charged, 720 pixels/sec, homes
Pulse
Cr. 5, Charged, 960 pixels/sec, continues after hitting something, doubling power each time
10 Heat-Seeker Missiles
Cr. 4, 60 RPM, 960 pixels/sec, 50 damage/shot, 1 missile/shot, homes, range 2880 pixels (flies for 3 seconds)
10 Radar-Guided Missiles
Cr. 5, 60 RPM, 960 pixels/sec, 50 damage/shot, 1 missile/shot, homes and leads, range 5760 pixels (flies for 6 seconds)
4 Cruise Missiles
Cr. 6, 60 RPM, 960 pixels/sec, 300 damage/shot, 300 pixel radius, 1 missile/shot, homes poorly, range 8640 pixels (flies for 9 seconds)
Click on a product to purchase, and it will go to the storage grid. Normally, a classic programmer would probably end this with “Hello, world,” but I think I prefer “Oi, Earth!”
Click on a product in the storage grid to pick it up.
Click on one of the red spaces on the weapon hud to put primary weapons there. It must be symmetrical, so you need two of the same kind of product in storage to place it in any of the wing slots(2, 3). Otherwise, it must go in the nose(1).
Click on one of the blue spaces on the weapon hud to put missiles there. Note that missiles in slot 5 fire at 120 RPM.
In "mods"
Aimer
Cr. 3, Displays where enemies will be when your shots arrive, draws a line in the direction the player is aiming, and missile targeting boundaries.
Energy ==> Armor
Cr. 3, Regenerates armor, but sucks down as much electricity.
Solid Rocket Booster
Cr. 3, Gives a speed boost when you are in an emergency. Lasts 3 seconds. One use only. Stackable.
Flare Pack
Cr. 3, releases 4 flares that confuse missiles. Works 4 out of 5 times. Stackable.
Click on a product to purchase, and it will go to the storage grid.
Click on a product in the storage grid to pick it up.
Click on one of the green spaces on the mod hud to put it there.
In "stats"
Generator
Cr. 5, Makes the generator more powerful
Battery Life
Cr. 5, Makes the battery last longer, but also recharge slower (it's still worth it)
Armor
Cr. 5, Makes the plane take less damage from shots
1000 Bullets
Cr. 1, 1000 machine gun bullets that the Vulcan uses.
Click on a product to apply it.
When hovering over an item with the mouse, a short summary of the item will appear below STORAGE.
Click "Exit" in the lower righthand corner to go back out.
Once out, the market cannot be entered until enough time has passed ("enough" = time spent in the market * 2)