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 asDecorations/
andClutters/
, reflecting their in-game organization.Data/
:mining in progress
Fonts/
: Contains fonts used by the games stored in the ttf formatGlade/
: 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 languagesLuts/
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Prefabs/
: It contains the different kind of tree. Not the meshes but a configuration in the ron format about how to load the treeStarting-Build/
: This forlder contains save files that are loaded when you start a new gladeTod/
: acronym of time of the day, contain the light settings for every time settingsUi/
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Colors.json
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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.