192 lines
6 KiB
Markdown
192 lines
6 KiB
Markdown
<p align="center" width="100%">
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<img width="50%" src="Design/Exports/ss-logo-alt-horizontal-bordered-on_dark.svg" alt="sota staircase Horizontal Logo">
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</p>
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# The sota staircase Mono-repository
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Primary Repository: <https://forge.joshwel.co/mark/sota>
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Submission Mirror: <https://github.com/markjoshwel/sota>
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| **Name** | **Primary Role** | **Secondary Role** | **Forge** | **GitHub** |
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|:--------:|:-------------------------------:|:------------------:|:-----------:|:--------------:|
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| mark | creative and technical director | senior programmer | @mark | @markjoshwel |
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| ryan | programmer | generalist | @ryan | @sc0rch-thinks |
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| sai | lead 3d artist | quality checker | @sai-thinks | @sippy-thinks |
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- [Handbook](#handbook)
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- [on 3D Modelling (Maya, Blender, ZBrush, etc.)](#on-3d-modelling-maya-blender-zbrush-etc)
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- [on Graphic and UI/UX Design](#on-graphic-and-uiux-design)
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- [on Game Development](#on-game-development)
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- [on Game and Level Design](#on-game-and-level-design)
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- [on Documentation (for All Modules)](#on-documentation-for-all-modules)
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- [on Repository Syncing](#on-repository-syncing)
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- [Licence and Credits](#licence-and-credits)
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- [Third-party Licences](#third-party-licences)
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## Handbook
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### on 3D Modelling (Maya, Blender, ZBrush, etc.)
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| Lead | Sai |
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|:----:|:---:|
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design-as-in-modelling your assets with modularity in mind, anything that can
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be modular should be modular
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design-as-in-look should be checked with the group
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structure your files similarly:
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```text
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Modelling
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├── Sources
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│ ├── <Asset Name>.blend
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│ └── <Asset Name> (Maya Project Directory)
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│ ├── ...
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│ └── workspace.mel
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├── Textures
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│ └── <Asset Name>
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│ ├── *.png
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│ └── ...
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├── Modulars
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│ ├── <Asset Name>_lowpoly
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│ └── <Asset Name>_highpoly
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└── Heroes
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├── <Asset Name>_lowpoly
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│ └── *.fbx
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└── <Asset Name>_highpoly
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```
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### on Graphic and UI/UX Design
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| Lead | Mark |
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|:----:|:----:|
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if it involves the brand:
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follow the brand guidelines at [Documentation/sota staircase Brand Guidelines.pdf](Documentation/sota%20staircase%20Brand%20Guidelines.pdf)
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and then send it to mark for approval (●'◡'●)
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anything that can be saved locally (including figma files, btw) _should_ be saved
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locally, and then pushed to the forge under `Design/`
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organise as you wish but make sure it's logical
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### on Game Development
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| Lead | Mark |
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|:----:|:----:|
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1. make changes
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2. make sure the language checker isn't nagging you
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(spelling and grammatical errors)
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3. make sure intellisense isn't nagging you
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(variable/class naming conventions, etc.)
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4. reformat using rider's **Reformat and Cleanup Code** function,
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using the **Built-in: Full Cleanup** profile
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![example](Documentation/Examples/reformat.png)
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5. push **to the forge**, or branch off and make a pull request if there are conflicts
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### on Game and Level Design
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| Lead | kinda everyone more so mark |
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|:----:|:---------------------------:|
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for this, just discuss with the group; either through the telegram group or through an issue
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on [the forge](https://forge.joshwel.co/mark/sota/issues)
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### on Documentation (for All Modules)
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| Lead | kinda everyone more so mark |
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|:----:|:---------------------------:|
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follow the brand guidelines at [Documentation/sota staircase Brand Guidelines.pdf](Documentation/sota%20staircase%20Brand%20Guidelines.pdf)
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source files (.docx, .fig, etc.) should be in the respective modules' directory,
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and then exported as .pdfs to `Documentation/*.pdf`
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### on Repository Syncing
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| Wizard | Mark |
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|:------:|:----:|
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instructions:
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```text
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python restepper.py
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```
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if it screams at you, fix them
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if it breaks, refer to the resident "wizard"
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for what the script does, see the script itself: [sync.py](sync.py)
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## Licence and Credits
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"NP resources" hereby refers to resources provided by Ngee Ann Polytechnic (NP) for the
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development of the project
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1. software source code
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software source code, unless otherwise stated, is licenced under the 0BSD licence.
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for more information, see [LICENCE.0BSD](LICENCE.0BSD)
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considering how many YouTube tutorials were used on ryan's end,
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I doubt we extensively used NP resources
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2. models made with ["extensive use of NP resources"](https://www.np.edu.sg/student_ip):
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specifically coming from, or in part have had the following software and/or
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services involved:
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- Autodesk Maya
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- Adobe Substance 3D
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- Substance 3D Modeler
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- Substance 3D Sampler
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- Substance 3D Designer
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- Substance 3D Painter
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- Substance 3D Stager
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- Substance 3D Assets
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would be all rights reserved, unless otherwise stated
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(_i mean mr q said this already lol_)
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the only exception to this is if the model was made in blender and doesn't
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touch substance painter, in which it falls under the modified unsplash licence
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noted below
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3. whatever is left
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everything else, from assets to documentation, unless otherwise stated,
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is licenced under a modified unsplash licence.
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for more information, see [LICENCE.UNSPLASH](LICENCE.UNSPLASH)
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**disclaimer**: the creative lead (mark) has been using adobe software even
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[before enrolling into np](https://github.com/markjoshwel/portfolio-eae/blob/main/public/assets/skill-adobe.png),
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so whether it's "extensive use" is fair game lol
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(_also yea I don't really have a better example than my eae portfolio oops_)
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### Third-party Licences
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exceptions to the above licences are as follows:
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> Template:
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> ```
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> - (Asset/Work Name) by (Author Name): (Licence Name)
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> `directory path, file path or glob pattern`
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> ```
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> Example:
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>
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> - Frogman by Frog Creator: Standard Unity Asset Store EULA (Extension Asset)
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> `Assets/Characters/Frogman`
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>
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> comma-separate multiple licences, and use code blocks if you need to list multiple files/directories/patterns
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