- translation conversions:
cat translations.csv | python -c 'import csv, json, sys; print(json.dumps([dict(r) for r in csv.DictReader(sys.stdin)]))' > translations.json
- some useful settings in
src/debugSettings.ts
-
add the images you want in
public/assets/items
, make sure they'rewebp
and nicely named -
go to
data/affordances.ts
and add all new affordances you may need, name-wise (you probably need to interact with all 3 data structures) -
go to
data/items.ts
, make up some item names, then fill the items you want in the big thing -
go to
data/levelTemplates.ts
- first, make up a name
- then, add the template definition (mostly spicy grid stuff) in the big data structure at the bottom
- make sure the insane array nesting is fine
- create a topic, with at least one array of one level template in progressions and one level in final
-
get the missing keys by playing, then right clicking the warn message in console and go 'copy object'
-
paste this in
translation_scripts/missing_keys.txt
-
run
01_add_missing_keys_to_csv.py
- venv should be created, on root folder I guess
- thinking about this, you could also guess the keys, but you better not be wrong
- or write that glorious recursive function getting all possible keys for a level
-
add translations to csv, use DeepL from German
-
run
02_get_audio_for_csv.py
-
test
-
if you need cards to disappear etc, adapt
affordanceBespokeUtils.ts
-
if you have fancy identifiers planned (e.g. eye color), go for
identifierUtils.ts
-
as of now there only quests generated that go specific-thing-verb-specific-thing, no
ANY__
— it's rather nice actually, but you may need to adapt that inquestUtils
andalchemyUtils
(actions). you probably also need to changes types intypes.ts
-
write some tests, file is randomly under
components/__tests__