Software Design Document

Work on this will continue in the harp studio
Functional requirements and implementations

Detailed functional requirements of the game (what it must do) and some
implementation details for them (how it satisfies each requirement).
Minor housekeeping

And oh, Magit, how I love you.

* doc/sdd.org: relativized links to external documentation
Minor housekeeping

Missed one.
tabula rasa

Destroying current resources to build anew.  Build paths are screwed up;
I suspect that this is because paths were set absolutely instead of
relatively.  I will take utmost care in making this configuration as
portable as possible.
tabula rasa --- part duex

Re-generated project from LibGDX JAR.
Documentation

Added documentation to auto-generated members.
Building

The map appears to be skewed however.  I'm not sure what's causing this;
this library seems to be very troublesome.

On a positive note, Tiled maps no longer need packing/repacking/copying
to work!
Fix aspect ratio

I will have to look into why this works; simple trial and error
Fix map render

It turns out I was using an Isometric map renderer rather than an
orthogonal one.  What does this mean?  Isometric maps are ones meant to
be viewed at an angle rather than top-down.  Orthogonal maps are viewed
top-down---orthogonal to the plane.

In this case, it really is all how you look at it.
Update documentation

More specific about the UI functionality
Meeting notes from 2013-11-06
Add map description document to SDD.

I had thought I already moved it over.  Perhaps I did on a different
machine; I'll deal with any merge conflicts later.
Group map nodes
Add newline to gitignore
Describe the data structure of the maps
Build.

All projects build.  All dependencies resolved.
Centralize game assets

Game still not building.  Going to go through the logs to see if I can
find out how I fixed it last time.
Add Map/World stuff
Fix map loading (#6)

Several issues that I had fixed before, but didn't tell myself how I
fixed them.  I couldn't manage to force an image depth of eight bits
with ImageMagick or Preview (for OSX), so using ImageMagick I set a
slight blur on the tile set to force the correct depth.  (Apparently, it
will default to the lowest depth that maintains image integrity.  Since
it was only black and white, monochrome worked well enough.)