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Pathos Official

This repository contains all content definitions and module generations for the traditional roguelike game Pathos. Fork this repository to start creating a new variant of Pathos! All game assets such as images, sounds and translation files reside in this repository.

Licensing

Pathos has never been monetised and it is required that variants must not be commercialised in any way.

Getting started

The content definitions and module generations are declared as C# code. This code must be built into an assembly before it can be executed by Pathos. The main project compiles against the assemblies for the installed version of Pathos for Windows Desktop. The game installation files include the PathosMaker.exe tool which is automated to process the asset pipeline.

Installation steps

  1. Download Pathos for Windows Desktop.
  2. Install Pathos to C:\Games\Pathos **.
  3. Fork the Official public repository.
  4. Install Microsoft Visual Studio 2022 or Microsoft Visual Code plus build tools.

** you will need to edit the paths in PathosOfficial.csproj if you don't use this default location.

Visual Studio 2022

  1. Install Visual Studio Community with the .NET Desktop Development workload.
  2. Open PathosOfficial.sln.
  3. Run PathosOfficial project.

Visual Studio Code and Build Tools

  1. Install Visual Studio Code.
  2. Install Visual Studio Build Tools with the .NET desktop build tools workload.
  3. Install Visual Studio Code extension C# for Visual Studio Code (powered by OmniSharp).
  4. Open PathosOfficial.code-workspace.
  5. Press Ctrl+Shift+B to build.
  6. Press F5 to run PathosOfficial project.

If these steps are successful, the Pathos game will launch, running the forked code. Exit the game and make a minor change to the code before building and running again to see the difference in the game.

NOTE: when the Pathos game self-updates you need to pull the latest commits from the Official repository and vice versa.

Project overview

The main file is PathosOfficial.cs as it the top-level class that declares the campaign content and modules.

Folder Description
Albums mp3 files for sound effects
Assets translation files, change updates and music tracks
Atlases png files for tilesets
Codex C# files for content definition
Modules C# files for module generation
Resources Additional files referenced by the content and modules
Reports Generated text file to visualise the declared content

Concepts and terminology

The Manifest is a neutral content definition that is executed by the game engine. It is intended to have no knowledge of the individually declared content.

The Codex is a way of naming the individual content that is registered in the manifest. This is useful for declaring content and for writing module generation algorithms as it allows direct reference to content. For example, the barbarian class starts with the two-handed sword item.

Because of the way .NET JIT (Just-In-Time) compilation works, it is desirable to serialise the codex into a binary file. This is named Pathos.Codex and is automatically compiled by the PathosMaker tool.


Please reach out to me for any help or even just to share your variant :)

Email mailto:[email protected]

Twitter https://twitter.com/callan_hodgskin

Reddit https://www.reddit.com/r/pathos_nethack

Discord https://discord.gg/TRhRZhX

Made with Invention https://gitlab.com/hodgskin-callan/Invention

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