Fix RST title formatting for MultiMower blog post
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@ -28,7 +28,7 @@ By building and modding MultiMower, you'll gain experience with:
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This tutorial is perfect for intermediate programmers who want to understand game engine architecture and learn practical modding techniques.
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What is MultiMower?
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------------------
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--------------------
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MultiMower is a physics-based 3D game where players control armed robotic lawn mowers. Built with the Dry Engine, it's currently in early development but provides an excellent foundation for learning game modding and physics programming.
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@ -50,7 +50,7 @@ MultiMower is a physics-based 3D game where players control armed robotic lawn m
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MultiMower is an artistic technical demonstration in its current state. The original version provides a foundation with basic movement and projectile mechanics that we can enhance through modding. Our tutorial expands it into a full-featured tank combat experience.
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Prerequisites
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------------
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-------------
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Before we begin, ensure you have the following installed on your Linux system:
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@ -72,7 +72,7 @@ For Fedora:
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wayland-devel wayland-protocols-devel
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Downloading the Source Code
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--------------------------
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---------------------------
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First, let's clone the MultiMower repository and checkout the specific commit used in this tutorial:
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@ -84,7 +84,7 @@ First, let's clone the MultiMower repository and checkout the specific commit us
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git checkout 60b5dcd6597fe6c7a480505f822a70e0a1469cda
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Setting Up the Dry Engine
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------------------------
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-------------------------
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MultiMower uses the Dry Engine. Here's how to build it from source on Fedora:
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@ -148,7 +148,7 @@ If you need debug symbols for development:
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export DRY_HOME=$HOME/git/dry/build-debug
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Compiling MultiMower
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-------------------
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--------------------
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Now we're ready to build the game in its own directory (much more sensible than building inside the engine):
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@ -184,7 +184,7 @@ Build Notes:
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If everything went well, you should now have a ``multimower`` executable in ``~/git/MultiMower/build/``.
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Running the Game
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---------------
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----------------
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To run MultiMower, navigate to the build directory:
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@ -199,7 +199,7 @@ To run MultiMower, navigate to the build directory:
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**Important**: The game must be run from the directory containing the ``Resources`` folder, or it won't find its assets.
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Game Controls:
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~~~~~~~~~~~~~
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~~~~~~~~~~~~~~
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**Player Controls (After Our Fixes):**
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- **Movement**: WASD keys (W=forward, S=backward, A=turn left, D=turn right)
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@ -210,7 +210,7 @@ Game Controls:
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**Note**: In the original version, WASD movement is broken and needs our modding fixes to work properly. The mouse aiming works out of the box.
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Expected Output:
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~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~
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When you first run the game, you should see:
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@ -226,7 +226,7 @@ When you first run the game, you should see:
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- Sound effects play when firing weapons with mouse clicks
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Understanding the Codebase
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-------------------------
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--------------------------
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Before modding, let's explore the project structure:
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@ -253,7 +253,7 @@ Key classes to understand:
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- **SpawnMaster**: Manages entity spawning
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Version Compatibility
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--------------------
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---------------------
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This tutorial was tested and written for specific commits to ensure reproducibility:
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@ -278,7 +278,7 @@ Modding Tutorials
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Here are three comprehensive mods that transform MultiMower into a proper tank combat game with realistic movement, damage systems, and spectacular explosions.
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Part 1: Tank Movement Controls with Realistic Acceleration
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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**Goal**: Enhance the movement system with realistic tank-style acceleration and responsive controls.
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@ -545,7 +545,7 @@ Part 2: Health and Damage System with Random Damage
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**Result**: Balanced combat with visible health bars and satisfying random damage!
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Part 3: Death and Victory Effects
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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**Goal**: Create a complete end-game experience with massive explosions, death camera effects, electrical sparking, and victory celebrations.
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@ -889,7 +889,7 @@ And for AI mowers:
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**Result**: When you destroy the last enemy tank, a clean and satisfying victory celebration appears around your mower with minimal sparkles, trails, a light, and victory sound - making you feel like a true tank commander without visual chaos!
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Complete Modding Results
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~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~
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After implementing all three parts, you'll have:
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@ -928,7 +928,7 @@ Project Statistics
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Here are the actual numbers behind this modding tutorial, showing the scope and impact of our changes:
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Engine and Game Size
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~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~
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**Dry Engine (commit bc78ed2c)**:
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- **Source Files**: 4,330 files (.cpp, .h, .c)
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@ -946,7 +946,7 @@ Engine and Game Size
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- **Build Time**: ~30-60 seconds
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Our Modding Impact
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~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~
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**Code Changes Made**:
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- **Files Modified**: 4 source files
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@ -967,7 +967,7 @@ Our Modding Impact
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- **Supporting Code**: ~16 lines (debugging, initialization, cleanup)
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Scale Perspective
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~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~
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**Code Efficiency**:
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- Our 376 lines represent **0.16%** of the total MultiMower codebase
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@ -990,7 +990,7 @@ Scale Perspective
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- **Our Patches**: Compile in 5-10 seconds after initial build
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Real-World Impact
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~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~
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**Before Our Mods**:
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- Broken movement (WASD didn't work)
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@ -1013,7 +1013,7 @@ Real-World Impact
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This demonstrates how a well-designed engine like Dry enables rapid game development and modding. Our relatively small code additions (0.16% of the codebase) fundamentally transformed the gameplay experience, showing the power of targeted improvements in the right places.
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Troubleshooting on Fedora
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------------------------
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-------------------------
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Common Build Issues
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~~~~~~~~~~~~~~~~~~~
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@ -1096,7 +1096,7 @@ Common Build Issues
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make -j$(nproc)
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Real-World Build Experience
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~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~~~~~~~~
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When I tested this process on Fedora, here's what actually happened:
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@ -1109,14 +1109,14 @@ When I tested this process on Fedora, here's what actually happened:
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- **Controls working**: WASD movement (after code fix)
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Resources and Community
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----------------------
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-----------------------
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- **MultiMower Repository**: https://gitlab.com/luckeyproductions/games/MultiMower
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- **Dry Engine**: https://gitlab.com/luckeyproductions/dry
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- **Dry Engine Documentation**: Available in the Dry repository
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Quick Start Summary
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------------------
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-------------------
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For experienced developers, here's the TL;DR version:
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