mirror of
https://gitlab.acidiclight.dev/sociallydistant/sociallydistant.git
synced 2025-01-22 09:31:47 -05:00
Updated README
* Fixed a typo. * Made some text bold. (This is a repeat of my previous contribution from before DCO was enforced, this time signed off correctly.) Signed-off-by: Gordinator <gordinator@gordinator.org>
This commit is contained in:
parent
64b57a26e2
commit
60e215a16d
1 changed files with 2 additions and 2 deletions
|
@ -1,5 +1,5 @@
|
|||
# Socially Distant
|
||||
Socially Distant: is an up-coming hacking game following the story of a global ransomware attack disrupting a society forced into cyberspace by the spread of a deadly biological threat to humanity.
|
||||
Socially Distant is an up-coming hacking game following the story of a global ransomware attack disrupting a society forced into cyberspace by the spread of a deadly biological threat to humanity.
|
||||
|
||||
## Unity
|
||||
This game is made using Unity, and uses Unity 2021.3.35f1 LTS.
|
||||
|
@ -19,4 +19,4 @@ Feel free to submit pull requests to the game. If merged, they will be shipped i
|
|||
- Scenes are in `/Assets/Scenes`. The game's entry-point is `/Assets/Scenes/Bootstrap`
|
||||
|
||||
## SDSH scripts
|
||||
Many parts of the game use `sdsh` (Socially Distant SHell) scripts. These are `.sh` files in the bundled assets directory. They use a POSIX-like shell scripting language that the game interprets. When scripting gameplay encounters like missions and NPC interactions, always prefer `sdsh` over C#.
|
||||
Many parts of the game use `sdsh` (**S**ocially **D**istant **SH**ell) scripts. These are `.sh` files in the bundled assets directory. They use a POSIX-like shell scripting language that the game interprets. When scripting gameplay encounters like missions and NPC interactions, always prefer `sdsh` over C#.
|
||||
|
|
Loading…
Reference in a new issue