diff options
Diffstat (limited to 'README.md')
| -rw-r--r-- | README.md | 284 |
1 files changed, 284 insertions, 0 deletions
| diff --git a/README.md b/README.md new file mode 100644 index 0000000..24e9fa2 --- /dev/null +++ b/README.md | |||
| @@ -0,0 +1,284 @@ | |||
| 1 | # lingo2-archipelago | ||
| 2 | |||
| 3 | [Archipelago](https://archipelago.gg/) is an open-source project that supports | ||
| 4 | randomizing a number of different games and combining them into one cooperative | ||
| 5 | experience. Items from each game are hidden in other games. For more information | ||
| 6 | about Archipelago, you can look at their website. | ||
| 7 | |||
| 8 | This is a project that modifies the game | ||
| 9 | [Lingo 2](https://www.lingothegame.com/lingo2.html) so that it can be played as | ||
| 10 | part of an Archipelago multiworld game. | ||
| 11 | |||
| 12 | ## Installation | ||
| 13 | |||
| 14 | 1. Download the Lingo 2 Apworld from | ||
| 15 | [the releases page](https://code.fourisland.com/lingo2-archipelago/about/CHANGELOG.md). | ||
| 16 | 2. If you do not already have it, download and install the | ||
| 17 | [Archipelago software](https://github.com/ArchipelagoMW/Archipelago/releases/). | ||
| 18 | 3. Double click on `lingo2.apworld` to install it, or copy it manually to the | ||
| 19 | `custom_worlds` folder of your Archipelago installation. | ||
| 20 | |||
| 21 | ## Joining a Multiworld game (Windows) | ||
| 22 | |||
| 23 | 1. Open the Archipelago Launcher. | ||
| 24 | 2. Select "Lingo 2 Client". | ||
| 25 | 3. The first time you do this, Archipelago will prompt you for the location of | ||
| 26 | the Lingo 2 executable file ("Lingo2.exe"). You can find this by | ||
| 27 | right-clicking on Lingo 2 in Steam, going to "Manage", and clicking "Browse | ||
| 28 | local files". | ||
| 29 | 4. Lingo 2 will open, and you will see a form asking for your connection | ||
| 30 | details. Enter the Archipelago address, slot name, and password into the | ||
| 31 | fields. | ||
| 32 | 5. Press Connect. | ||
| 33 | 6. Enjoy! | ||
| 34 | |||
| 35 | To continue an earlier game, you can perform the exact same steps as above. | ||
| 36 | |||
| 37 | ## Joining a Multiworld game (Non-Windows) | ||
| 38 | |||
| 39 | Lingo 2 only officially supports Windows, but has been known to work on Linux | ||
| 40 | using Proton. Archipelago can be played on a non-Windows system, but the process | ||
| 41 | is a little more complex. | ||
| 42 | |||
| 43 | 1. Download | ||
| 44 | [archipelago.tscn](https://code.fourisland.com/lingo2-archipelago/plain/client/archipelago.tscn) | ||
| 45 | and put it in your custom maps folder. You only have to do this once. | ||
| 46 | 2. Open Lingo 2, and select Archipelago from the level selection list. | ||
| 47 | 3. Put the path to your `lingo2.apworld` into the field provided. You only have | ||
| 48 | to do this once, as the game will remember what you put in. | ||
| 49 | 4. Click Start and wait for the connection settings screen to load. | ||
| 50 | 5. Open the Archipelago Launcher. | ||
| 51 | 6. Select "Lingo 2 Client". | ||
| 52 | 7. You should see "Connected to Lingo 2!" You can then return to Lingo 2 and | ||
| 53 | fill out your connection details. | ||
| 54 | 8. Press Connect. | ||
| 55 | 9. Enjoy! | ||
| 56 | |||
| 57 | ## Frequently Asked Questions | ||
| 58 | |||
| 59 | ### Why aren't the starting room letters shuffled? | ||
| 60 | |||
| 61 | The letter requirements for solving puzzles are very restrictive, especially in | ||
| 62 | the early game. It is possible for the generator to find some subset of letters | ||
| 63 | and doors to place in the starting room such that you are not trapped, but this | ||
| 64 | places a lot of strain on generation and leads to significantly more generation | ||
| 65 | failures. | ||
| 66 | |||
| 67 | As a result, the starting room letters (H1, I1, N1, and T1) are always present | ||
| 68 | in the starting room, even when remote letter shuffle is enabled. These letters | ||
| 69 | will _also_ count as clearing a check, so you will send out another item at the | ||
| 70 | same time as collecting the letter. | ||
| 71 | |||
| 72 | ### What areas are randomized? | ||
| 73 | |||
| 74 | Almost all maps that you can access from the base game are randomized. The only | ||
| 75 | exception is The Hinterlands, which will probably be repurposed into a hint | ||
| 76 | area. Some advanced/hidden maps are also disabled by default (as discussed | ||
| 77 | below). | ||
| 78 | |||
| 79 | ### Is my progress saved locally? | ||
| 80 | |||
| 81 | Lingo 2 autosaves your progress every time you solve a puzzle, get a | ||
| 82 | collectable, or interact with a keyholder. The randomizer generates a savefile | ||
| 83 | name based on your Multiworld seed and slot number, so you should be able to | ||
| 84 | seamlessly switch between multiworlds and even slots within a multiworld. | ||
| 85 | |||
| 86 | The exception to this is different rooms created from the same multiworld seed. | ||
| 87 | The client is unable to tell rooms in a seed apart (this is a limitation of the | ||
| 88 | Archipelago API), so the client will use the same save file for the same slot in | ||
| 89 | different rooms on the same seed. You can work around this by manually moving or | ||
| 90 | removing the save folder from the users directory in Lingo 2's game files. | ||
| 91 | |||
| 92 | If you play the base game again, you will see one or more save files with a long | ||
| 93 | name that begins with "zzAP\_". These are the saves for your multiworlds. They | ||
| 94 | can be safely deleted after you have completed the associated multiworld. It is | ||
| 95 | not recommended to load these save files outside of the randomizer. | ||
| 96 | |||
| 97 | A connection to Archipelago is required to resume playing a multiworld. This is | ||
| 98 | because the set of items you have received is not stored locally. | ||
| 99 | |||
| 100 | ### What about wall snipes? | ||
| 101 | |||
| 102 | "Wall sniping" refers to the fact that you are able to solve puzzles on the | ||
| 103 | other side of opaque walls. The player is never expected to or required to do | ||
| 104 | this in normal gameplay. This randomizer does not change how wall snipes work, | ||
| 105 | but it will likewise never require the use of them. | ||
| 106 | |||
| 107 | ### How do cyan doors work? | ||
| 108 | |||
| 109 | In the base game, there are a number of cyan-colored doors that ordinarily open | ||
| 110 | once you collect H2 in The Repetitive. There are also a handful of panels that | ||
| 111 | only appear upon getting H2 as well, which the apworld treats the same as the | ||
| 112 | cyan doors. | ||
| 113 | |||
| 114 | There is an option that lets you choose how these doors and panels behave. By | ||
| 115 | default, they act the same as in the base game: they only open or appear after | ||
| 116 | collecting H2. Note that this means the actual H2 collectable in The Repetitive. | ||
| 117 | Receiving H2 via remote letter shuffle does not count for this requirement. | ||
| 118 | However, you can also make cyan doors activate upon collecting or receiving your | ||
| 119 | first double letter, regardless of what it is or if it's remote. Finally, you | ||
| 120 | can lock cyan doors behind an item called "Cyan Doors". | ||
| 121 | |||
| 122 | It is important to note, however, that the Cyan Door Behavior option only | ||
| 123 | applies to cyan doors that are not already affected by another type of | ||
| 124 | shuffling. When door shuffle is on, the following cyan doors are activated by | ||
| 125 | individual items and are not impacted by your choice of Cyan Door Behavior: | ||
| 126 | |||
| 127 | - The entrance to The Tower from The Great (The Great - Tower Entrance) | ||
| 128 | - The entrance to The Butterfly from The Bearer (The Bearer - Butterfly | ||
| 129 | Entrance) | ||
| 130 | - The entrance to The Repetitive from The Entry (The Entry - Repetitive | ||
| 131 | Entrance) | ||
| 132 | - The eye painting near the yellow color hallway in Daedalus (Daedalus - Eye | ||
| 133 | Painting) | ||
| 134 | - The Red I room in The Repetitive (The Repetitive - Anti Collectable Room) | ||
| 135 | |||
| 136 | Additionally, when control center color shuffle is enabled, the orange door in | ||
| 137 | The Unkempt (which ordinarily doubles as a cyan door) opens upon receiving the | ||
| 138 | Control Center Orange Doors item, instead of following the Cyan Door Behavior | ||
| 139 | option. | ||
| 140 | |||
| 141 | ### Help! I lost C/G in The Congruent! | ||
| 142 | |||
| 143 | If you place C or G into the relevant keyholders in The Congruent, the keyholder | ||
| 144 | disappears. You can retrieve your letter immediately by pressing C or G again | ||
| 145 | before leaving solve mode, as the keyholder will still be considered to be | ||
| 146 | "focused", even though it has moved. If you have already moved, though, there is | ||
| 147 | another way to get your letters back: just use the Key Return in The Entry. | ||
| 148 | |||
| 149 | ### Why is the tracker telling me to solve a panel that's currently red? | ||
| 150 | |||
| 151 | Red usually indicates that a panel cannot be solved because of missing letters. | ||
| 152 | However, that only applies to the puzzle's main answer. If a puzzle has | ||
| 153 | alternate answers, you may be expected to use one of those instead of the main | ||
| 154 | one. As long as you have all of the necessary letters, an alternate answer can | ||
| 155 | be typed into a red panel even though it does not show you typing. When you | ||
| 156 | finish typing the answer, the panel will solve as normal. | ||
| 157 | |||
| 158 | ### Why does the tracker say "The Entry (Colored Doors Area) - OPEN" is in logic? | ||
| 159 | |||
| 160 | This is an infamous panel, both in the base game and in the randomizer. There | ||
| 161 | are _two_ valid answers that open the door / clear the location. These are | ||
| 162 | "ORANGE" and "WALL". | ||
| 163 | |||
| 164 | ### I can't solve the COLORS panel in The Sturdy! | ||
| 165 | |||
| 166 | The Sturdy contains a rainbow painting that leads to the Gold Ending area in | ||
| 167 | Daedalus. There are three ways to spawn this painting, which have different | ||
| 168 | logical requirements: | ||
| 169 | |||
| 170 | - Solve the COLORS panel that appears after collecting S2. This is the most | ||
| 171 | well-known way, and causes the most confusion because you may be expected to | ||
| 172 | enter the painting even if you are unable to solve the panel (e.g. if you are | ||
| 173 | missing letters or missing Boxes Symbol). | ||
| 174 | - Solve the panels in the order that you walk across the colors on the way | ||
| 175 | toward S2: Magenta, Red, Orange, Yellow, Green, Blue, Purple, Cyan. This has | ||
| 176 | the same logic as accessing S2. | ||
| 177 | - Type "MOVE" into the Green and Yellow panels, and none of the other ones. This | ||
| 178 | is a subset of the logic for accessing S2, so you may actually be expected to | ||
| 179 | use the rainbow painting before you can even collect S2. | ||
| 180 | |||
| 181 | ### How does Icarus work? | ||
| 182 | |||
| 183 | While Icarus is easily accessible during normal play, it is not randomized by | ||
| 184 | default. The main reason for this is that Icarus employs significantly more use | ||
| 185 | of gravity changing mechanics than the rest of the game and as a result tends to | ||
| 186 | cause motion sickness in a lot of players. It is also an infamously confusing | ||
| 187 | area to navigate. | ||
| 188 | |||
| 189 | Because of this, the player may enter and exit Icarus from the usual place in | ||
| 190 | Daedalus, but it will not contain any locations, and no items will be added to | ||
| 191 | the pool for it. The worldport will not be included in the randomization if | ||
| 192 | worldport shuffle is on. Icarus can also still be entered from The Crystalline, | ||
| 193 | but doing so (in order to then access Daedalus) will not be logically required. | ||
| 194 | |||
| 195 | However, Icarus can be randomized via the "Enable Icarus" option. Doing so | ||
| 196 | creates locations and items for the map, and includes the worldport in worldport | ||
| 197 | shuffle. The aforementioned connection from The Crystalline also becomes | ||
| 198 | logical, if The Crystalline is enabled. | ||
| 199 | |||
| 200 | It is not trivial to telegraph exactly what is logical within Icarus. It is very | ||
| 201 | easy to break logic because the gravity changers allow you to fall in almost any | ||
| 202 | direction you want to. In general, falling is only in logic if it is "guided", | ||
| 203 | i.e. falling through a hole or an open door to another platform, or using a | ||
| 204 | gravity inverter. You may also sometimes be required to solve panels that are | ||
| 205 | physically near you and easily visible, but not on your plane of gravity. The | ||
| 206 | tracker can help you determine what is considered logical, if you want to stay | ||
| 207 | within the randomizer's logic. | ||
| 208 | |||
| 209 | ### How do the gift maps work? | ||
| 210 | |||
| 211 | The beta tester gift maps are hidden levels intended for specific people. By | ||
| 212 | default, these are not accessible at all from within the randomizer. The "Enable | ||
| 213 | Gift Maps" option allows you to enter the maps, and creates items and locations | ||
| 214 | for them. If worldport shuffle is on, their worldports will be included in the | ||
| 215 | randomization. | ||
| 216 | |||
| 217 | The gift maps are accessed via a panel in The Entry's Starting Room, which only | ||
| 218 | appears if at least one gift map is enabled. It is also treated like a cyan | ||
| 219 | door, and will not appear until the condition specified in the Cyan Door | ||
| 220 | Behavior option is satisfied. Solving this panel with the name of one of the | ||
| 221 | beta testers will teleport you to their corresponding gift map. This README | ||
| 222 | purposefully does not list the names you need to enter the maps via the panel. | ||
| 223 | |||
| 224 | In the base game, nothing happens once you complete a gift map. Masteries have | ||
| 225 | been added to the gift maps in the randomizer so that the player can be rewarded | ||
| 226 | for completing them. | ||
| 227 | |||
| 228 | Note that the gift maps were originally only intended to be played by specific | ||
| 229 | people, and as a result may be frustrating or require knowledge of inside jokes. | ||
| 230 | The Crystalline is particularly difficult as it requires completing a parkour | ||
| 231 | course. It is highly recommended that you complete these maps vanilla or solo | ||
| 232 | before bringing them to a multiworld. It is also perfectly acceptable to never | ||
| 233 | enable them. | ||
| 234 | |||
| 235 | ## Running from source | ||
| 236 | |||
| 237 | The randomizer is mostly written in Python and GDScript, which do not need to be | ||
| 238 | compiled. However, there are three files that need to be generated before the | ||
| 239 | apworld can be used. | ||
| 240 | |||
| 241 | The first file is `data.binpb`, the datafile containing the randomizer logic. | ||
| 242 | You can read about how to generate it on | ||
| 243 | [its own README page](https://code.fourisland.com/lingo2-archipelago/about/data/README.md). | ||
| 244 | Once you have it, put it in a subfolder of `apworld` called `generated`. | ||
| 245 | |||
| 246 | The second generated file is `data_pb2.py`. This file allows Archipelago to read | ||
| 247 | the datafile. We use `protoc`, the Protocol Buffer compiler, to generate it. As | ||
| 248 | of 0.6.3, Archipelago has protobuf 3.20.3 packaged with it, which means we need | ||
| 249 | to compile our proto file with a similar version. | ||
| 250 | |||
| 251 | If you followed the steps to generate `data.binpb` and compiled the `datapacker` | ||
| 252 | tool yourself, you will already have protobuf version 3.21.12 installed through | ||
| 253 | vcpkg. You can then run a command similar to this in order to generate the | ||
| 254 | python file. | ||
| 255 | |||
| 256 | ```shell | ||
| 257 | .\out\build\x64-Debug\vcpkg_installed\x64-windows\tools\protobuf\protoc.exe -Iproto\ ^ | ||
| 258 | --python_out=apworld\generated\ .\proto\data.proto | ||
| 259 | ``` | ||
| 260 | |||
| 261 | The exact path to `protoc.exe` is going to depend on where vcpkg installed its | ||
| 262 | packages. The above location is where Visual Studio will probably put it. | ||
| 263 | |||
| 264 | The third generated file is `proto.gd`. This is the GDScript version of the | ||
| 265 | previous file. We use a Godot script to generate it, which means | ||
| 266 | [the Godot Editor](https://godotengine.org/download/) is required. From the root | ||
| 267 | of the repository: | ||
| 268 | |||
| 269 | ```shell | ||
| 270 | cd vendor\godobuf | ||
| 271 | godot --headless -s addons\protobuf\protobuf_cmdln.gd --input=..\..\proto\data.proto ^ | ||
| 272 | --output=..\..\apworld\generated\proto.gd | ||
| 273 | ``` | ||
| 274 | |||
| 275 | If you are not on Windows, replace the forward slashes with backslashes as | ||
| 276 | appropriate (and the caret with a forward slash). You will also probably need to | ||
| 277 | replace "godot" at the start of the second line with a path to a Godot Editor | ||
| 278 | executable. | ||
| 279 | |||
| 280 | After generating those three files, the apworld should be functional. You can | ||
| 281 | copy it into an Archipelago source tree (rename the folder `apworld` to `lingo2` | ||
| 282 | if you do so) if you want to edit/debug the code. Otherwise, you can zip up the | ||
| 283 | folder and rename it to `lingo2.apworld` in order to package it for | ||
| 284 | distribution. | ||
