Update README.md; enhance modding instructions and improve formatting for clarity

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# Parasitic God
![Made With Godot](https://img.shields.io/badge/Made%20With-Godot-478CBF?style=for-the-badge&logo=godot-engine&logoColor=white)
![Lines of Code](https://tokei.rs/b1/github/GKaszewski/parasitic-god?style=for-the-badge&category=code)
![Last Commit](https://img.shields.io/github/last-commit/GKaszewski/parasitic-god?style=for-the-badge)
![Stars](https://img.shields.io/github/stars/GKaszewski/parasitic-god?style=for-the-badge)
---
## The Concept
You are a nascent god, tethered to a small tribe of followers on a vibrant, living world. Their worship is your lifeblood, their growth your only purpose. You grant them miracles, blessing them with bountiful harvests and inspiring great works.
But your power comes at a cost. Every miracle that nurtures your civilization also poisons the planet. The soil turns barren, the forests wither, and the sky darkens. You are their savior and their apocalypse.
---
## The Mission
Guide your people from a simple tribe to a star-faring civilization capable of escaping the dying world. Manage your resources **Faith**, **Followers**, and **Production** while trying to keep the planet's ever-rising **Corruption** at bay.
Unlock new ages of technology, build a network of cities, and perform the final, desperate miracle to launch your followers into the stars before you consume everything.
---
## Features
* **Exponential Growth**
- **Exponential Growth**
Watch a handful of followers grow into a massive civilization with huts, cities, and procedural road networks.
* **A World That Reacts**
- **A World That Reacts**
See the direct consequences of your actions as the vibrant globe fades to a corrupted wasteland and forests vanish based on your decisions.
* **Deeply Moddable**
The entire game from miracles and their effects to the visual tiers of your civilization is driven by simple JSON files. If you can edit a text file, you can mod this game.
- **Deeply Moddable**
The entire gamefrom miracles and their effects to the visual tiers of your civilizationis driven by simple JSON files. If you can edit a text file, you can mod this game.
* **Strategic Resource Management**
- **Strategic Resource Management**
Balance the generation of multiple resources and make difficult choices. Will you sacrifice followers to purge corruption, or push for industrial growth at any cost?
## **Modding Your Universe**
---
## Modding Your Universe
This game was built from the ground up to be modified. You can add new miracles, create random events, and even define new visual tiers for your civilization.
### **Finding the Mods Folder**
### Finding the Mods Folder
First, you need to find the game's user data directory. The game will create a Mods folder here on its first launch.
The game creates a `Mods` folder in its user data directory on first launch:
* **Windows:** %APPDATA%\\Godot\\app\_userdata\\ParasiticGod\\Mods\\
* **macOS:** \~/Library/Application Support/Godot/app\_userdata/ParasiticGod/Mods/
* **Linux:** \~/.local/share/godot/app\_userdata/ParasiticGod/Mods/
- **Windows:** `%APPDATA%\Godot\app_userdata\ParasiticGod\Mods\`
- **macOS:** `~/Library/Application Support/Godot/app_userdata/ParasiticGod/Mods/`
- **Linux:** `~/.local/share/godot/app_userdata/ParasiticGod/Mods/`
Inside, you'll find three folders: Miracles, Tiers, and Events. The game also loads a set of base mods from its installation directory (res://Mods), and any files you place in the user folder will be added to or will override the base game's content.
Inside, you'll find three folders: `Miracles`, `Tiers`, and `Events`.
The game also loads a set of base mods from its installation directory (`res://Mods`). Any files you place in the user folder will be added to or override the base game's content.
### **Creating a New Miracle**
---
To add a new miracle, simply create a new .json file in the Mods/Miracles folder. The filename will be its unique **ID** (e.g., my\_cool\_miracle.json).
### Creating a New Miracle
{
"name": "My Cool Miracle",
"faithCost": 100,
"followersRequired": 50,
"productionRequired": 0,
"unlockedByDefault": true,
"advancesToAge": "The Cool Age",
"effects": \[
{
"type": "AddResource",
"targetResource": "Faith",
"value": 200
}
\]
To add a new miracle, create a JSON file in `Mods/Miracles`.
The filename becomes its unique **ID** (e.g., `my_cool_miracle.json`):
```json
{
"name": "My Cool Miracle",
"faithCost": 100,
"followersRequired": 50,
"productionRequired": 0,
"unlockedByDefault": true,
"advancesToAge": "The Cool Age",
"effects": [
{
"type": "AddResource",
"targetResource": "Faith",
"value": 200
}
]
}
````
### **Creating a New Event**
---
To add a new random event, create a .json file in the Mods/Events folder.
### Creating a New Event
{
"id": "event\_my\_event",
"title": "A Thing Happened\!",
"description": "Something unexpected occurred. What will you do?",
"meanTimeToHappen": 120,
"trigger": {
"minFollowers": 100,
"maxCorruption": 50
},
"options": \[
{
"text": "Do the thing\!",
"tooltip": "Gain 50 Production.",
"effects": \[
{
"type": "AddResource",
"targetResource": "Production",
"value": 50
}
\]
}
\]
To add a new random event, create a JSON file in `Mods/Events`:
```json
{
"id": "event_my_event",
"title": "A Thing Happened!",
"description": "Something unexpected occurred. What will you do?",
"meanTimeToHappen": 120,
"trigger": {
"minFollowers": 100,
"maxCorruption": 50
},
"options": [
{
"text": "Do the thing!",
"tooltip": "Gain 50 Production.",
"effects": [
{
"type": "AddResource",
"targetResource": "Production",
"value": 50
}
]
}
]
}
```
### **Modifying Visual Tiers**
---
You can change the visual progression of followers, huts, and temples by editing the files in Mods/Tiers. The format is a list of tiers, sorted by their threshold.
### Modifying Visual Tiers
{
"tiers": \[
{
"tierEnum": "Tier1",
"threshold": 0,
"imagePath": "user://Mods/Tiers/Huts/my\_custom\_hut.png",
"scale": { "x": 1.0, "y": 1.0 }
}
\]
You can change the visual progression of followers, huts, and temples by editing the files in `Mods/Tiers`.
The format is a list of tiers, sorted by threshold:
```json
{
"tiers": [
{
"tierEnum": "Tier1",
"threshold": 0,
"imagePath": "user://Mods/Tiers/Huts/my_custom_hut.png",
"scale": { "x": 1.0, "y": 1.0 }
}
]
}
```
* **tierEnum**: Must be one of Tier1 through Tier10.
* **tierEnum**: Must be one of `Tier1` through `Tier10`.
* **threshold**: The number of followers needed to unlock this visual.
* **imagePath**: The path to the image file. Can be a user:// path for mods or a res:// path for base game assets.
* **scale**: An optional X/Y scale multiplier for the image.
* **imagePath**: The path to the image file. Use `user://` for mods or `res://` for base assets.
* **scale**: Optional X/Y scale multiplier for the image.
### **Available Effect Types**
---
This is the core of the modding system. Both miracles and event options use this list of effects.
### Available Effect Types
| Type | Description | Parameters |
| :---- | :---- | :---- |
| **AddResource** | Adds or subtracts from a core stat. | targetResource (Stat), value (number) |
| **ConvertResource** | Trades one resource for another. | fromResource (Stat), fromAmount (number), toResource (Stat), toAmount (number) |
| **ModifyStat** | Permanently changes a passive stat. | targetStat (Stat), op ("Add" or "Multiply"), value (number) |
| **ApplyBuff** | Applies a temporary multiplier. | buffId (string), targetStat (Stat), multiplier (number), duration (seconds) |
| **UnlockMiracle** | Unlocks other miracles. | miraclesToUnlock (list of miracle IDs) |
| **DestroySelf** | Removes the miracle's button after use. | (No parameters) |
| **Win** | Triggers the game's win condition. | (No parameters) |
Both miracles and event options use this list of effects:
**Valid Stat Names:** Faith, Followers, Corruption, Production, ProductionPerSecond, CorruptionPerSecond, FollowersPerSecond, FaithPerFollower, ProductionPerFollower.
| Type | Description | Parameters |
| ------------------- | ----------------------------------- | ---------------------------------------------------------- |
| **AddResource** | Adds or subtracts from a core stat. | `targetResource` (Stat), `value` (number) |
| **ConvertResource** | Trades one resource for another. | `fromResource`, `fromAmount`, `toResource`, `toAmount` |
| **ModifyStat** | Permanently changes a passive stat. | `targetStat`, `op` ("Add" or "Multiply"), `value` |
| **ApplyBuff** | Applies a temporary multiplier. | `buffId`, `targetStat`, `multiplier`, `duration` (seconds) |
| **UnlockMiracle** | Unlocks other miracles. | `miraclesToUnlock` (list of IDs) |
| **DestroySelf** | Removes the miracle's button. | (No parameters) |
| **Win** | Triggers the game's win condition. | (No parameters) |
-----
**Valid Stat Names:**
`Faith`, `Followers`, `Corruption`, `Production`, `ProductionPerSecond`, `CorruptionPerSecond`, `FollowersPerSecond`, `FaithPerFollower`, `ProductionPerFollower`
## 📊 Project Stats
📦 **Lines of Code:**
---
## Project Stats
**Lines of Code:**
![Lines of code](https://tokei.rs/b1/github/GKaszewski/parasitic-god)
📈 **Repo Activity:**
**Repo Activity:**
![Commit activity](https://img.shields.io/github/commit-activity/m/GKaszewski/parasitic-god)
---
## License
This project is open source. See the [LICENSE](https://www.google.com/search?q=./LICENSE) file for details.
This project is open source. See the [LICENSE](./LICENSE) file for details.
-----
---
## Contributing
@@ -149,4 +179,4 @@ While the core code is complete for the jam, you can help by:
* Reporting bugs or balance issues.
* Creating cool new miracles and sharing them.
* Spreading the word\!
* Spreading the word!