# Tekton Dash Armageddon ## πŸ› οΈ Developer Workflows ### Creating a Skin Material To create dynamic, color-maskable 3D materials for new character skins: - Open the **Skin Shader Generator** tool in the editor: `res://scenes/tools/skin_shader_generator.tscn` - Run the scene. - Import your base albedo and mask textures. - Use the UI to visualize UV overlays and adjust color channels (Red, Green, Blue, Alpha masks). - Export the configured material as a `.tres` file into the `assets/materials/skins/` directory. ### Adding a Skin to the Shop Once your material is ready, you need to update the game's catalog and deploy the changes to the Nakama server. #### Using the Catalog Editor Tool - Open the **Skin Catalog Editor** tool in the Godot Editor: `res://scenes/tools/skin_catalog_editor.tscn` - Press **F6** (or Right-click -> Run Current Scene). - **Manage Skins:** - Click **"οΌ‹ New Skin"** to create a new entry. - Fill in the **ID**, **Name**, **Category**, and **Price** (Gold/Stars). - Assign the `.tres` material path generated in Step 1. - Click **"πŸ’Ύ Save & Generate"**. This automatically rewrites: - `res://scripts/managers/skin_manager.gd` (Local catalog) - `res://server/nakama/tekton_admin.js` (Server-side shop logic) #### Nakama VPS Deployment After generating the updated `tekton_admin.js` locally, you must sync it with your remote server. - **Copy the latest script:** Open `server/nakama/tekton_admin.js` locally and copy its updated contents (including your new skin). - **Connect to your VPS** via SSH. - **Create/Edit the file on the remote server:** ```bash nano ~/tekton_admin.js # Or use micro (recommended): micro ~/tekton_admin.js ``` Paste the copied contents and save the file. - **Find your Nakama Container ID:** It is highly recommended to use **lazydocker** to manage containers. *(To install on Ubuntu: `curl https://raw.githubusercontent.com/jesseduffield/lazydocker/master/scripts/install_update_linux.sh | bash`)* Open lazydocker or run `docker ps` to find the Container ID for your Nakama server. - **Copy the file into the Nakama container:** ```bash # Replace ed21ac5d442a with your actual Container ID docker cp ~/tekton_admin.js ed21ac5d442a:/nakama/data/modules/tekton_admin.js ``` - **Restart the container** (via lazydocker or `docker restart `) for Nakama to load the new modules. Live game clients will fetch this new catalog automatically upon booting. #### 🎨 Skin Creation & Deployment Flow ```mermaid flowchart TD %% Creation Phase subgraph phase1 [Skin Material Creation] A[Albedo & Mask Textures] --> B{Skin Shader Generator} B -->|Export| C[material.tres] end %% Catalog Phase subgraph phase2 [Catalog Definition] C --> D{Skin Catalog Editor} D -->|Save & Generate| E[tekton_admin.js] D -->|Save & Generate| F[skin_manager.gd] end %% Deployment Phase (Dual Path) subgraph phase3 ["Shop Backend (VPS)"] E -->|SSH & nano| G[VPS: ~/tekton_admin.js] G -->|docker cp| H[Nakama Container] H -->|Restart| I[Live Shop Logic Sync] end subgraph phase4 ["Asset Delivery (CI/CD)"] C --> J[Git Push] F --> J J -->|GitHub Actions| K[patch.pck] K -->|Automatic Download| L[Player Client Assets Sync] end ``` ### Pushing a New Version (Automated Patching) When you're ready to deploy new features or assets to players: - Document your changes in `CHANGELOG_DRAFT.md` using player-friendly language. - Run the version generation script from the terminal: ```bash python generate_version_json.py --bump patch ``` *(Use `--bump minor` or `--bump major` for larger updates.)* - Commit and push your changes to the `main` branch on GitHub: ```bash git add . git commit -m "Release version X.Y.Z" git push origin main ``` - The **GitHub Actions Workflow** (`deploy_patch.yml`) will automatically detect the push, build the patch manifest (`version.json`), and deploy it to the public `gh-pages` branch. - Live game clients will detect the new version on boot, download the updated files, and apply the patch seamlessly. ### Local Testing & Understanding the Patch System When a player (or you) downloads an in-game patch, Godot downloads a `patch.pck` file to the system's `user://` directory. - **Virtual File System:** Godot mounts this `.pck` file over the `res://` directory purely in memory. **It does not physically overwrite your local source files** (like `assets/data/version.json`). - **Editor Bypass:** When testing locally in the Godot Editor, the `BootScreen` is configured to skip the remote network download and instead automatically parse your *local* `assets/data/version.json`. - **Previewing Changelogs:** To preview how your changelog will look before pushing to GitHub: - Add your notes under the `## [NEXT]` section in `CHANGELOG_DRAFT.md`. - Run `py tools/generate_version_json.py` from the terminal. - Run the `BootScreen` scene in the Godot Editor. It will instantly display the updated local UI! - **Syncing:** After the GitHub Actions CI builds a release online, remember to run `git pull origin main` to sync your local project files with the CI-generated files. #### πŸ—ΊοΈ Architecture Flowchart ```mermaid flowchart TD %% Local Dev Flow subgraph Local Dev Environment A[πŸ“ CHANGELOG_DRAFT.md] -->|py tools/generate_version_json.py| B[(πŸ“„ version.json)] B -.->|Test in Editor| C{BootScreen} C -- Editor Bypass --> D[Reads Local version.json directly] end %% CI Pipeline subgraph "CI/CD Pipeline" B -->|git push| E[⚑ GitHub Actions] E -->|Compiles & Builds| F[πŸ“¦ patch.pck] F -->|Deploys| G((🌍 Public Repository)) end %% Live Client Flow subgraph Player Client G -.->|HTTP Download on Boot| H[πŸ“‚ user://patch.pck] H -->|ProjectSettings.load_resource_pack| I[🧠 Godot Virtual File System] I -.->|Overrides res:// in Memory| J[Game Starts Updated!] end ``` --- ## πŸš€ Ongoing Features (Incoming) ### 🎰 Gacha System Backend Editor Currently in development: A dedicated backend editor tool (similar to `skin_catalog_editor.tscn`) specifically for managing the Gacha System. - **Nakama Syncing:** Will allow developers to push updated gacha pools, rates, and fragment costs directly to Nakama Storage. - **Dynamic Banners:** Will support updating specific slots on the gacha banner dynamically. - **Seasonal Rotations:** Will introduce automated scheduling so banners rotate based on active seasons and automatically remove themselves when the season ends.