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Game Structure

How It Works

The game is developed in Rust and utilizes the Bevy engine (Bevy Engine). The music is managed with FMOD (FMOD Documentation), which allows for evolutive and dynamic soundscapes.

Game Files

The main executable file is TinyGlade.exe. This binary contains the compiled Rust code where all the magic happens.

Assets Folder

The Assets folder contains all the necessary game resources, organized into subdirectories:

  • Audio/: This directory holds the game’s music and sound effects. The files are in an bank format, they are openable with the fmod studio free for small organization < $200k.
  • Meshes/: This directory contains all the 3D models used in the game. The assets are categorized into subfolders such as Decorations/ and Clutters/, reflecting their in-game organization.
  • Data/: ⛏ mining in progress ⛏
  • Fonts/: Contains fonts used by the games stored in the ttf format
  • Glade/: settings for each glades : automn, flowery,olden,summer and winter.
  • Lang/: Contains translation for many language. easy editable yml files with all translation key and the corrsponding value for each languages
  • Luts/: ⛏ mining in progress ⛏
  • Prefabs/: It contains the different kind of tree. Not the meshes but a configuration in the ron format about how to load the tree
  • Starting-Build/: This forlder contains save files that are loaded when you start a new glade
  • Tod/: acronym of time of the day, contain the light settings for every time settings
  • Ui/: ⛏ mining in progress ⛏
  • Colors.json: ⛏ mining in progress ⛏

Manifest.json

To ensure assets are not corrupted, a Manifest.json file is included. This file contains a list of all asset paths along with their corresponding checksums. If a file is modified and its checksum does not match, the game will crash on startup.

Info

The game does not verify if Manifest.json itself is corrupted. You can manually remove entries from the manifest list or even clear the entire array to allow every assets modifications.

Additional Resources