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contributing.md

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Thanks for contributing to the add-on. Please note the below phases, implementation details, and systems guidelines before contributing.

Phases

Development of the add-on is divided into progressive phases to ensure some coherence… at least early on. No timetable is set on phase length. The current phase is Phase 1.

Phase 1: Tweaks

Only small tweaks will be accepted in Phase 1. Example tweaks include:

  • Entity health, damage, and drops
  • Spawn rules
  • Structure loot
  • Trading
  • Recipe adjustments
  • Non-gameplay mob variants

The player definitions may not be altered in this phase.

Phase 2: Reworks & New Mobs

Phase 2 opens up much more than Phase 1:

  • New blocks, items, and mobs will be accepted.
  • Existing entities, including the player, may be heavily reworked.
  • Scripting systems

Note that core game progression (portal ⃯→ Nether fortress → stronghold → Ender dragon) may not be affected.

Phase 3: Game Rework

In this final phase, nothing is off limits, including core game progression.

Implementation Notices

A few details implementation details should be noted:

  • The add-on minimum engine version will always be kept up-to-date.
  • Definition format versions must be (amongst) the newest available.
  • Experimental features are not yet available. They may be made available in Phase 2 following community consensus.
  • All interfaces must be available in the release client. Systems using interfaces only available to Preview will be rejected.

System Guidelines

A few systems may have particular guidelines depending on contributor requests…

Namespace

All non-vanilla definitions will use the namespace bao as a standard.

A Word on Art Assets

Extra care should always be taken in creating art assets to - as near as is comfortably possible - adhere to Vanilla styling and philosophy. Elements to consider include (but are, of course, not limited to):

  • Voxels: Please mind the count of elements for custom models, applying Vanilla proportions and simplification.

  • Palettes: Try to limit colours for any textured assets, drawing directly from Vanilla styling where applicable.

  • Resolution: Please remain within 16x pixel resolution.

Regarding JSON-UI

Bedrock's User Interface system is not particularly intuative at the best of times, so cohenency and compatability are paramount. No short-cuts are to be taken as not to introduce any conflicts, potentially hindering others with their work. The following is the least that must be comformed to:

  • Common Elements: Not to be overwritten under any circumstances.
  • Vanilla Textures: Nothing within textures/ui or textures/gui is to be modified, though new content can be added here.
  • Titles: Substring detection utilising /title is acceptable should the command be ran through a script, having nothing hard-coded using static title commands.
  • Visuals: Please refer to the Word on Art Assets section above, heed it where applicable. Stick to a 1:1 element scale.