Changes between Version 33 and Version 34 of standards


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Timestamp:
2016-01-30 19:03:35 (8 years ago)
Author:
dky
Comment:

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  • standards

    v33 v34  
    4141  * Rationale: The design document page must never ''lie'' about what is actually in the level. Changes must, therefore, be documented. 
    4242* '''All maps must follow the following naming convention:''' 
    43   * '''aur_XX''', where XX is the floor number featured in the map. For example, the level featuring the 25th floor of the building shall be named '''aur_25'''. 
    44   * If a floor is featured multiple times in different maps, the map should be suffixed with a letter of the alphabet indicating which version is the version that occurs later, chronologically. For example, if the 31st floor is featured twice, the two maps shall be named '''aur_31a''' and '''aur_31b'''. 
    45   * If a map features multiple levels, the map shall be named after the lowest level featured. For example, a map featuring floors 26 and 27 shall be named '''aur_26'''. 
    46   * If a map features a single-digit floor, the number must have a leading 0. For example, the lobby map shall be named '''aur_01'''. This allows the maps to retain their order when sorted ASCIIbetically. 
    47   * The prologue map featuring the garage and the apartment is the exception to this rule-- it shall be named '''aur_00'''. (Tentative-- subject to change.) 
    48   * Rationale: Naming the maps after the floors allows us to tell at a glance what the hell the map is about. 
     43  * '''aur_zXX''', where "'''XX'''" is the floor number featured in the map, and "'''z'''" is the letter "'''a'''" if the map takes place during the ascension portion of the game (Act 1), or "'''d'''" if the map takes place during the descent portion of the game (Act 2). For example, the level featuring the 25th floor of the building during Act 1 shall be named '''aur_a25'''. 
     44  * If a map features multiple levels, the map shall be named after the lowest level featured. For example, a map featuring floors 26 and 27 during Act 2 shall be named '''aur_d26'''. 
     45  * If a map features a single-digit floor, the number must have a leading 0. For example, the Act 1 lobby map shall be named '''aur_a01'''. This allows the maps to retain their order when sorted ASCIIbetically. 
     46  * The prologue map featuring the garage and the apartment is an exception to this rule-- it shall be named '''aur_a00'''. (Tentative-- subject to change.) 
     47  * The map featuring the Caecus Lair is also an exception to this rule-- it shall be named '''aur_lair'''. 
     48  * Rationale: Naming the maps after the floors and whether they take place during Act 1 or Act 2 allows us to tell at a glance what the hell the map is about. 
    4949* '''Level designers should not use a grid size that is smaller than is necessary to actually manipulate geometry or entities. In particular, geometry should have dimensions that are multiples of powers of 2. Detail geometry and entities are an exception to this guideline.''' 
    5050  * Rationale: The larger the grid, the easier it is to edit. Using as large a grid size as possible, whenever possible, maximizes this advantage.