forked from mirror/Archipelago
Docs: add dev FAQ for 'should I start with the APWorld or the client?' (#5716)
* Docs: add dev FAQ for 'should I start with the APWorld or the client?' * fix indentation of bullet point wrapped lines * use %20 for spaces in links * link to adding games.md and add #ap-modding-help to adding games.md * make APQuest a link * also linkify 'run a local server' * reword the 'judging client is easier' point to reflect a broader range of first-timers * move the 'not 100%' point into the introductory sentences, and tweak related wording * correct link
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@@ -17,7 +17,8 @@ it will not be detailed here.
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The client is an intermediary program between the game and the Archipelago server. This can either be a direct
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modification to the game, an external program, or both. This can be implemented in nearly any modern language, but it
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must fulfill a few requirements in order to function as expected. Libraries for most modern languages and the spec for
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various packets can be found in the [network protocol](/docs/network%20protocol.md) API reference document.
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various packets can be found in the [network protocol](/docs/network%20protocol.md) API reference document. Additional help with specific game
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engines and rom formats can be found in the #ap-modding-help channel in the [Discord](https://archipelago.gg/discord).
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### Hard Requirements
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@@ -6,6 +6,49 @@ including [Contributing](contributing.md), [Adding Games](<adding games.md>), an
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---
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### I've never added a game to Archipelago before. Should I start with the APWorld or the game client?
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Strictly speaking, this is a false dichotomy: we do *not* recommend doing 100% of client work before the APWorld,
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or 100% of APWorld work before the client. It's important to iterate on both parts and test them together.
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However, the early iterations tend to be very similar for most games,
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so the typical recommendation for first-time AP developers is:
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- Start with a proof-of-concept for [the game client](adding%20games.md#client)
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- Figure out how to interface with the game. Whether that means "modding" the game, or patching a ROM file,
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or developing a separate client program that edits the game's memory, or some other technique.
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- Figure out how to give items and detect locations in the actual game. Not every item and location,
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just one of each major type (e.g. opening a chest vs completing a sidequest) to prove all the items and locations
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you want can actually be implemented.
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- Figure out how to make a websocket connection to an AP server, possibly using a client library (see [Network Protocol](<network%20protocol.md>).
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To make absolutely sure this part works, you may want to test the connection by generating a multiworld
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with a different game, then making your client temporarily pretend to be that other game.
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- Next, make a "trivial" APWorld, i.e. an APWorld that always generates the same items and locations
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- If you've never done this before, likely the fastest approach is to copy-paste [APQuest](<../worlds/apquest>), and read the many
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comments in there until you understand how to edit the items and locations.
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- Then you can do your first "end-to-end test": generate a multiworld using your APWorld, [run a local server](<running%20from%20source.md>)
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to host it, connect to that local server from your game client, actually check a location in the game,
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and finally make sure the client successfully sent that location check to the AP server
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as well as received an item from it.
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That's about where general recommendations end. What you should do next will depend entirely on your game
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(e.g. implement more items, write down logic rules, add client features, prototype a tracker, etc).
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If you're not sure, then this would be a good time to re-read [Adding Games](<adding%20games.md>), and [World API](<world%20api.md>).
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There are a few assumptions in this recommendation worth stating explicitly, namely:
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- If something you want to do is infeasible, you want to find out that it's infeasible as soon as possible, before
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you write a bunch of code assuming it could be done. That's why we recommend starting with the game client.
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- Getting an APWorld to generate whatever items/locations you want is always feasible, since items/locations are
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little more than id numbers and name strings during generation.
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- You generally want to get to an "end-to-end playable" prototype quickly. On top of all the technical challenges these
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docs describe, it's also important to check that a randomizer is *fun to play*, and figure out what features would be
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essential for a public release.
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- A first-time world developer may or may not be deeply familiar with Archipelago, but they're almost certainly familiar
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with the game they want to randomize. So judging whether your game client is working correctly might be significantly
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easier than judging if your APWorld is working.
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---
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### My game has a restrictive start that leads to fill errors
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A "restrictive start" here means having a combination of very few sphere 1 locations and potentially requiring more
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