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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 | ||
75 | exceptions are: | ||
76 | |||
77 | - Icarus (this will be randomized at some point, although it will be optional) | ||
78 | - Demo | ||
79 | - The Hinterlands (this will probably be repurposed) | ||
80 | - The beta tester gift maps | ||
81 | |||
82 | ### Is my progress saved locally? | ||
83 | |||
84 | Lingo 2 autosaves your progress every time you solve a puzzle, get a | ||
85 | collectable, or interact with a keyholder. The randomizer generates a savefile | ||
86 | name based on your Multiworld seed and slot number, so you should be able to | ||
87 | seamlessly switch between multiworlds and even slots within a multiworld. | ||
88 | |||
89 | The exception to this is different rooms created from the same multiworld seed. | ||
90 | The client is unable to tell rooms in a seed apart (this is a limitation of the | ||
91 | Archipelago API), so the client will use the same save file for the same slot in | ||
92 | different rooms on the same seed. You can work around this by manually moving or | ||
93 | removing the save folder from the users directory in Lingo 2's game files. | ||
94 | |||
95 | If you play the base game again, you will see one or more save files with a long | ||
96 | name that begins with "zzAP\_". These are the saves for your multiworlds. They | ||
97 | can be safely deleted after you have completed the associated multiworld. It is | ||
98 | not recommended to load these save files outside of the randomizer. | ||
99 | |||
100 | A connection to Archipelago is required to resume playing a multiworld. This is | ||
101 | because the set of items you have received is not stored locally. | ||
102 | |||
103 | ### What about wall snipes? | ||
104 | |||
105 | "Wall sniping" refers to the fact that you are able to solve puzzles on the | ||
106 | other side of opaque walls. The player is never expected to or required to do | ||
107 | this in normal gameplay. This randomizer does not change how wall snipes work, | ||
108 | but it will likewise never require the use of them. | ||
109 | |||
110 | ### How do cyan doors work? | ||
111 | |||
112 | In the base game, there are a number of cyan-colored doors that ordinarily open | ||
113 | once you collect H2 in The Repetitive. There are also a handful of panels that | ||
114 | only appear upon getting H2 as well, which the apworld treats the same as the | ||
115 | cyan doors. | ||
116 | |||
117 | There is an option that lets you choose how these doors and panels behave. By | ||
118 | default, they act the same as in the base game: they only open or appear after | ||
119 | collecting H2. Note that this means the actual H2 collectable in The Repetitive. | ||
120 | Receiving H2 via remote letter shuffle does not count for this requirement. | ||
121 | However, you can also make cyan doors activate upon collecting or receiving your | ||
122 | first double letter, regardless of what it is or if it's remote. Finally, you | ||
123 | can lock cyan doors behind an item called "Cyan Doors". | ||
124 | |||
125 | It is important to note, however, that the Cyan Door Behavior option only | ||
126 | applies to cyan doors that are not already affected by another type of | ||
127 | shuffling. When door shuffle is on, the following cyan doors are activated by | ||
128 | individual items and are not impacted by your choice of Cyan Door Behavior: | ||
129 | |||
130 | - The entrance to The Tower from The Great (The Great - Tower Entrance) | ||
131 | - The entrance to The Butterfly from The Bearer (The Bearer - Butterfly | ||
132 | Entrance) | ||
133 | - The entrance to The Repetitive from The Entry (The Entry - Repetitive | ||
134 | Entrance) | ||
135 | - The eye painting near the yellow color hallway in Daedalus (Daedalus - Eye | ||
136 | Painting) | ||
137 | - The Red I room in The Repetitive (The Repetitive - Anti Collectable Room) | ||
138 | |||
139 | Additionally, when control center color shuffle is enabled, the orange door in | ||
140 | The Unkempt (which ordinarily doubles as a cyan door) opens upon receiving the | ||
141 | Control Center Orange Doors item, instead of following the Cyan Door Behavior | ||
142 | option. | ||
143 | |||
144 | ### Help! I lost C/G in The Congruent! | ||
145 | |||
146 | If you place C or G into the relevant keyholders in The Congruent, the keyholder | ||
147 | disappears. You can retrieve your letter immediately by pressing C or G again | ||
148 | before leaving solve mode, as the keyholder will still be considered to be | ||
149 | "focused", even though it has moved. If you have already moved, though, there is | ||
150 | another way to get your letters back: just use the Key Return in The Entry. | ||
151 | |||
152 | ### Why is the tracker telling me to solve a panel that's currently red? | ||
153 | |||
154 | Red usually indicates that a panel cannot be solved because of missing letters. | ||
155 | However, that only applies to the puzzle's main answer. If a puzzle has | ||
156 | alternate answers, you may be expected to use one of those instead of the main | ||
157 | one. As long as you have all of the necessary letters, an alternate answer can | ||
158 | be typed into a red panel even though it does not show you typing. When you | ||
159 | finish typing the answer, the panel will solve as normal. | ||
160 | |||
161 | ## Running from source | ||
162 | |||
163 | The randomizer is mostly written in Python and GDScript, which do not need to be | ||
164 | compiled. However, there are three files that need to be generated before the | ||
165 | apworld can be used. | ||
166 | |||
167 | The first file is `data.binpb`, the datafile containing the randomizer logic. | ||
168 | You can read about how to generate it on | ||
169 | [its own README page](https://code.fourisland.com/lingo2-archipelago/about/data/README.md). | ||
170 | Once you have it, put it in a subfolder of `apworld` called `generated`. | ||
171 | |||
172 | The second generated file is `data_pb2.py`. This file allows Archipelago to read | ||
173 | the datafile. We use `protoc`, the Protocol Buffer compiler, to generate it. As | ||
174 | of 0.6.3, Archipelago has protobuf 3.20.3 packaged with it, which means we need | ||
175 | to compile our proto file with a similar version. | ||
176 | |||
177 | If you followed the steps to generate `data.binpb` and compiled the `datapacker` | ||
178 | tool yourself, you will already have protobuf version 3.21.12 installed through | ||
179 | vcpkg. You can then run a command similar to this in order to generate the | ||
180 | python file. | ||
181 | |||
182 | ```shell | ||
183 | .\out\build\x64-Debug\vcpkg_installed\x64-windows\tools\protobuf\protoc.exe -Iproto\ ^ | ||
184 | --python_out=apworld\generated\ .\proto\data.proto | ||
185 | ``` | ||
186 | |||
187 | The exact path to `protoc.exe` is going to depend on where vcpkg installed its | ||
188 | packages. The above location is where Visual Studio will probably put it. | ||
189 | |||
190 | The third generated file is `proto.gd`. This is the GDScript version of the | ||
191 | previous file. We use a Godot script to generate it, which means | ||
192 | [the Godot Editor](https://godotengine.org/download/) is required. From the root | ||
193 | of the repository: | ||
194 | |||
195 | ```shell | ||
196 | cd vendor\godobuf | ||
197 | godot --headless -s addons\protobuf\protobuf_cmdln.gd --input=..\..\proto\data.proto ^ | ||
198 | --output=..\..\apworld\generated\proto.gd | ||
199 | ``` | ||
200 | |||
201 | If you are not on Windows, replace the forward slashes with backslashes as | ||
202 | appropriate (and the caret with a forward slash). You will also probably need to | ||
203 | replace "godot" at the start of the second line with a path to a Godot Editor | ||
204 | executable. | ||
205 | |||
206 | After generating those three files, the apworld should be functional. You can | ||
207 | copy it into an Archipelago source tree (rename the folder `apworld` to `lingo2` | ||
208 | if you do so) if you want to edit/debug the code. Otherwise, you can zip up the | ||
209 | folder and rename it to `lingo2.apworld` in order to package it for | ||
210 | distribution. | ||