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DramaticShapeVoxelMod/mod.card
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2026-07-26 18:16:09 -04:00

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-- Sharing metadata (25-community-and-ecosystem.md 3.2). Read by tooling
-- and the manager detail pane; never by the loader's merge.
return {
summary = "The overworld as a 3D diorama: extruded terrain, real occlusion, voxel characters, tilt-shift miniature blur.",
author = "DramaticShape",
contact = "https://github.com/DramaticShape/DRAMATIC_SHAPE",
tags = { "graphics", "3d", "voxel", "render-pipeline", "presentation" },
differences = {
changed = {
"with VOXEL on, the overworld draws as 3D geometry instead of flat tiles",
"occlusion comes from a depth buffer rather than a y-sort, so buildings really hide what is behind them",
"VOXEL and the engine's TILT are mutually exclusive -- turning one on switches the other off",
"hotkeys 3 and 5 are taken over from the engine's TILT and GBC FX; both remain on the OPTIONS menu",
"the VOXEL key (3) turns TILT and GBC FX off on every press -- both fight the diorama, and 3 is now the only key that reaches either",
},
added = {
"VOXEL options row and hotkey 3 (OFF / 15 / 35 / 50 / 75 degrees)",
"T-SHIFT options row and hotkey 6 (OFF / 1 / 2 / 3), the miniature blur",
"V-GRID on hotkey 5 and V-CURVE on hotkey 7",
"a sky behind the diorama at the 75-degree rung, outdoor maps only, coloured by the active palette mode",
"carved voxel models for 67 overworld sprites (assets/voxels/)",
"a hand-authored tile shape profile (data/voxel_heights.lua) a mod can extend",
},
known = {
"needs shader and depth-canvas support; without them the row still cycles but the world stays 2D",
"battles, menus and cutscenes are unaffected -- the mode only draws the free-roam overworld",
"terrain meshes are cached per map, so the first frame after entering a large map costs a build",
},
},
credits = {
{ who = "pret/pokered", for_ = "the tile and sprite data the geometry is derived from" },
},
compat = { engine = ">=0.1.28 <2.0.0", modApi = 2 },
}