Files
SurvivorCore/docs/content-authoring.md
T

8.2 KiB
Raw Blame History

No-code content authoring

📹 Demos: creating quests & achievements · creating mobs, weapons & ammo · creating an item + gatherable · hunting, butchering & loot bags

The engine ships zero items, resources, or recipes — your game supplies them. You can do this two ways, and they coexist:

  1. From codeSurvivorCore.Items.register{…}, SurvivorCore.Resources.register{…}, SurvivorCore.Recipes.register{…} before start() (see the demo Boot.server.luau).
  2. No-code, as instances — author content in the place and the engine loads it at start(). The admin plugin's Content widget writes exactly this for you.

The SurvivorCoreContent folder

At start(), the engine reads ReplicatedStorage.SurvivorCoreContent and registers any defs found:

ReplicatedStorage
└─ SurvivorCoreContent
   ├─ Items      (Folder)
   │  └─ berry   (Configuration)   ← child Name = item id
   │     • name = "Wild Berries"        ← attributes = def fields
   │     • stack = 20
   │     • weight = 0.05
   │     • category = "consumable"
   ├─ Weapons    (Folder)        ← items with category="weapon" (loaded into the Items registry)
   │  └─ wood_club (Configuration)
   │     • category = "weapon"
   │     • toolType = "club"          (lets the hotbar equip it)
   │     • weaponKind = "melee"       ("melee" | "bow")
   │     • weaponDamage = 20
   ├─ Arrows     (Folder)        ← items with category="ammo" (loaded into the Items registry)
   │  └─ heavy_arrow (Configuration)
   │     • category = "ammo"
   │     • ammoDamage = 1.4           (× the bow's damage)
   │     • ammoDrop = 2               (× gravity = the curve)
   │     • ammoRange = 140
   ├─ Resources  (Folder)
   │  └─ berry_bush (Configuration)
   │     • item = "berry"
   │     • hp = 4
   │     • requireTool = ""    (blank = bare-hand)
   │     • yieldMin = 1
   │     • yieldMax = 3
   ├─ Mobs       (Folder)
   │  └─ husk (Configuration)
   │     • faction = "hostile"        ("hostile" | "passive" | "neutral")
   │     • health = 60
   │     • aggroRange = 40
   │     • carcassItem = "raw_meat"   (hunting: blank = no carcass; see docs/mobs.md)
   │     • carcassTool = "knife"
   ├─ Quests     (Folder)        ← flat single-objective quests (normalized at load)
   │  └─ gather_reeds (Configuration)
   │     • name = "Gather Reeds"
   │     • objectiveType = "gather"   ("gather" | "craft" | "kill" | "use")
   │     • objectiveTarget = "reed"
   │     • objectiveCount = 3
   │     • rewardItem = "berry"
   │     • rewardCount = 2
   │     • autoStart = true
   ├─ Achievements (Folder)      ← flat counter + threshold defs
   │  └─ husk_slayer (Configuration)
   │     • name = "Husk Slayer"
   │     • counter = "kills_husk"     (see docs/achievements.md for the counter catalogue)
   │     • threshold = 3
   ├─ Tools      (Folder)        ← Tool templates the hotbar equips (named by item id)
   ├─ MobModels  (Folder)        ← rigged mob templates Mobs.spawn clones (named by mob id)
   ├─ Carcasses  (Folder)        ← carcass models spawned on mob death (named by mob id)
   └─ LootBag    (Model/Part)    ← the death loot-bag look (optional; placeholder otherwise)

Each child's Name is the id; its attributes are the def fields (Registry.loadFromFolder copies them verbatim). This is the same instance-config pattern the survival stats use.

The admin plugin Content widget

Open Studio → the SurvivorCore toolbar → Content. Seven builders:

  • Items — create an item by id, then set Name / Max stack / Weight / Category / Tool type / Icon / Description.
  • Weapons — create a weapon by id, then set Kind (melee/bow) / Damage / Range / Cooldown, plus bow Draw time / Arrow speed / Max range / Ammo item. (Weapons are items with category = "weapon"; they live in their own folder so this editor never collides with the Items editor.) + Tool model drops a starter Tool (a Handle carrying the weapon's ToolType/WeaponKind) into the world so you can build the held look on it; move the finished Tool under SurvivorCoreContent.Tools (named by the weapon id) and the hotbar clones it when the weapon is equipped.
  • Arrows / Ammo — create an arrow type by id, then set Damage × / Drop (curve) × / Max range / Speed × / Carry weight. A bow's Ammo item points at one of these. (Arrows are items with category = "ammo", in their own folder — see combat.md.)
  • Gatherables — create a resource by id, then set Yields item / HP (gathers) / Tool required / Yield min / Yield max. + Add to World drops a tagged Gatherable node.
  • Mobs — create a mob type by id, then set Faction / Health / Speeds / Aggro / Leash / Attack. + Add to World drops a tagged Mob placeholder rig (swap in your own model later).
  • Quests — create a quest by id, then set Name / Description / Objective (type, target, count) / Reward (item, count) / Auto-start / Requires / Turn in. + Quest giver drops a tagged QuestGiver post offering it (see quests.md). Multi-objective chains stay code-authored, like recipes.
  • Achievements — create an achievement by key, then set Name / Description / Counter / Threshold / Icon — counters are the engine's auto-derived progression counters (see achievements.md).

Each edit is one Studio undo step. Behind the scenes it creates/edits the SurvivorCoreContent instances above, so pressing Play registers your content with no code.

Overrides — tune code-registered defs without code

The authoring folders above can't touch a def that was registered from code (the engine's loader skips already-registered ids — code wins). The Overrides folder can:

SurvivorCoreContent/
  └─ Overrides (Folder)          ← mirrors the category folders above
     └─ Items (Folder)
        └─ berry (Configuration) ← name of a CODE-registered def
           • name = "Sweet Berries"   (ONLY the fields you change)
           • stack = 99

At start() the engine field-merges each override's attributes onto the registered def — before components bind and before the client data caches publish, so tooltips/recipes/gatherables all see the merged values. Rules:

  • Deltas-only: an override carries only the attributes it changes; anything absent inherits the code value. Deleting the override restores the pristine code def on the next Play.
  • The id can't be renamed by an override, and an id matching no registered def warns in Output on Play (override 'x' matches no registered def) — your typo backstop.
  • Quest caveat: a code-registered quest with nested objective/reward tables ignores the flat objective*/reward* override fields (name/description/autoStart/requires/turnIn still merge). Overrides of no-code quests merge fully.

The admin plugin's category pages author these for you (+ Override, blue pill, blank = inherit) — see admin-plugin.md.

Binding a world object

A creator builds any mesh, tags it Gatherable (CollectionService), and sets a Resource attribute to a resource id (e.g. "berry_bush"). The node inherits item/HP/tool/yield from the def. See harvesting.md for the full attribute list and the per-type reaction hooks (shake / fell / etc.).

For creatures, tag a rigged Model (Humanoid + PrimaryPart) Mob and set MobType to a mob id (e.g. "husk"); it inherits faction/health/speed/ranges from the def. See mobs.md and combat.md.

Tools

For a tool item, set toolType (e.g. "axe") and category = "tool". To give it a custom look, place a Tool named by the item id under SurvivorCoreContent.Tools; otherwise the engine equips a plain default. Trees etc. require the matching RequireTool.