Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix text typos #23

Open
wants to merge 1 commit into
base: master
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
6 changes: 3 additions & 3 deletions Core-Principles.md
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ The core principles for how RE2 gameplay is designed. This does not cover the sp

1. Objects exist only if they have a gameplay reason to exist.
- Redundant mechanics and arbitrarily applied assets are clutter and distracting.
- This means weapons are all unique in how they affect how the game is played, not just their appearence.
- This means weapons are all unique in how they affect how the game is played, not just their appearance.
- Adding content to the game is not always a good thing. Collections of random stuff are easy to find and is not impressive by itself.
- Ineffective weapons and mechanics are at best no more useful than their absence would be, and at worst misleading and distracting.

Expand Down Expand Up @@ -62,10 +62,10 @@ The core principles for how RE2 gameplay is designed. This does not cover the sp
- Personal issues happen and in a volunteer situation you should expect that to have an impact from time to time and plan accordingly.

2. It is not realistic to claim that a small open source project can beat commercially funded games at what they do.
- Mimicing the gameplay of other games means that they are in direct competetion with the game, and the game then has to be better than those other games.
- Mimicing the gameplay of other games means that they are in direct competition with the game, and the game then has to be better than those other games.
- Games which have commercial funding should be looked at as the *absolute ceiling* of how well the game could do in that specific subgenre of AFPS.
- This means that replicating failed games is the *peak* of how an open-source game in the same vein could do.
- More sucessful commercial games are a good case study to understand why certain mechanics or combinations of mechanics succeed or fail.
- More successful commercial games are a good case study to understand why certain mechanics or combinations of mechanics succeed or fail.

3. The development team is not on a mission from God.
- The game can only expect to succeed or fail on the merits of the actual game and not on other metrics.
Expand Down
2 changes: 1 addition & 1 deletion editing/Blendmap.md
Original file line number Diff line number Diff line change
Expand Up @@ -80,4 +80,4 @@ You can dump a greyscale image of the blendmap information to your [user data](F
- You can only paint accurately on horizontal surfaces with a blendbrush. In can be very tricky to paint on a vertical surface (such as a vertical wall).
- Stacked floors cannot have their own blendmap layer. For example, picture a block of apartments where each floor has a layered texture, the blendmap applied on any of the floors will also appear on every other floor where a layered texture is present.
- The blendmap can be combined with [grass](grass "wikilink") rendering to create some awesome texture effects.
- Blendmaps created with custom brushes can be viewed by other players even if they don't have the blendbrushes present in their User Content direcotry. The blendmap painting information is packed into the map file itself.
- Blendmaps created with custom brushes can be viewed by other players even if they don't have the blendbrushes present in their User Content directory. The blendmap painting information is packed into the map file itself.
2 changes: 1 addition & 1 deletion editing/Entities.md
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ The `light` entity is used to add point lights. They can be configured with the

| # | Name | Description |
|----|----------|---------------------|
| 1 | radius | The maximum radius of light emmited by the entity
| 1 | radius | The maximum radius of light emitted by the entity
| 2 | red | The red channel (0-255)
| 3 | green | The green channel (0-255)
| 4 | blue | The blue channel (0-255)
Expand Down
2 changes: 1 addition & 1 deletion editing/Models.md
Original file line number Diff line number Diff line change
Expand Up @@ -60,7 +60,7 @@ You can now export your model to iqm, make sure the mesh and the armature is sel
Models can be loaded into the game in various ways.

### Mapmodels
Mapmodels can be loaded into a map during an editing session by running `mmodel path/to/model`. You can then find it at the last index on the mapmodel entity. When saving the map, `mmodel path/to/model` will be automatically ammended to the maps own cfg file. You can also manually edit the map config to register mapmodels for use in a map.
Mapmodels can be loaded into a map during an editing session by running `mmodel path/to/model`. You can then find it at the last index on the mapmodel entity. When saving the map, `mmodel path/to/model` will be automatically amended to the maps own cfg file. You can also manually edit the map config to register mapmodels for use in a map.

### Player Vanities
Vanities are defined in `vanities/package.cfg`, and need to be exported as IQM as per requiring a bone for positioning.
2 changes: 1 addition & 1 deletion gameplay/Scoring-System.md
Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@ Killing 2, 3 or even 4 players in a time window of 5.0 seconds is awarded with a
### Killing-sprees
<img src="../images/rewards/carnage.png" width="128px"/> <img src="../images/rewards/slaughter.png" width="128px"/> <img src="../images/rewards/massacre.png" width="128px"/> <img src="../images/rewards/bloodbath.png" width="128px"/>

If you manage to get 5 frags in a row (regardless of how long they take) without dying or committing any team kills in between, this will give a message saying that it was 'in total carnage', and you receive a 1-point bonus. Further spree awards for higher multiples of 5 frags in a row are slaugher, massacre and bloodbath. Every killing spree bonus can only be earned once per player per match. For example, once you get a carnage bonus, you won't get any more bonuses for further 5-streaks in this match.
If you manage to get 5 frags in a row (regardless of how long they take) without dying or committing any team kills in between, this will give a message saying that it was 'in total carnage', and you receive a 1-point bonus. Further spree awards for higher multiples of 5 frags in a row are slaughter, massacre and bloodbath. Every killing spree bonus can only be earned once per player per match. For example, once you get a carnage bonus, you won't get any more bonuses for further 5-streaks in this match.

### Spree breaker
<img src="../images/rewards/breaker.png" width="128px"/>
Expand Down