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Terminal Grounds

A grounded, session-based salvage/extraction FPS built in Unreal Engine 5.6. Tight gunfeel, faction-driven conflict, and a salvage economy where Human → Hybrid → Alien tech escalates both power and risk.

“Logistics is drama. Alien tech is dangerous. Extract, or it never happened.”

Status

Active development on Windows. Self-hosting and packaging supported. See docs for canon and design.

Quick start (Windows + VS Code tasks)

Prereqs

  • Unreal Engine 5.6 installed locally
  • Visual Studio 2022 with C++ workload
  • Git LFS enabled for large assets

One-time setup

  1. In VS Code Settings, set "ue.engineRoot" to your UE path (e.g., C:\\Program Files\\Epic Games\\UE_5.6).
  2. Clone with LFS and open the folder in VS Code.

Build and run

  • UE5.6: Generate Project Files (VSCode)
  • UE5.6: Build Editor (Dev Win64)
  • UE5.6: Launch Editor

Optional checks/tools

  • UE5.6: Sanity Pass (Headless Python)
  • UE: Validate Required Plugins
  • Docs: Run Docs Gate

Dedicated server

Windows (PowerShell)

Server\run_server.ps1

Linux/macOS

bash Server/run_server.sh

Package a dev build

Use the task: UE5.6: Package Game (Win64 Dev)

Artifacts are written to .packages/Win64/Development.

Canon and design docs

  • Lore Bible (single source of truth): docs/Lore/LORE_BIBLE.md
  • Machine-readable lore index: docs/Lore/lorebook.yml
  • World scale & expansion: docs/Design/World_Scale_And_Expansion.md
  • Faction art guides: docs/Art/Factions/

Contributing

Read CONTRIBUTING.md and CODE_OF_CONDUCT.md.

  • Keep lore canonical: link to the Lore Bible; don’t duplicate canon in feature docs
  • Use stable IDs from lorebook.yml (REG_, EVT_, FCT_, POI_) in assets and docs
  • Run the Docs Gate before PRs (task: "Docs: Run Docs Gate")
  • Follow UE asset paths/naming (e.g., Content/TG/...)

Repo map (short)

  • Config/ — Engine/project settings
  • Content/ — UE assets (Maps, Materials, VFX, UI, etc.)
  • Data/ — Source tables for DataTables
  • docs/ — Canon, art guides, concepts, tech notes
  • Plugins/ — Project plugins (TGAttachments, TGModKit)
  • Server/ + Docker/ — Dedicated server + containerization
  • Source/ — C++ modules (TGCore, TGNet, TGCombat, …)

Troubleshooting

  • Tasks can't find the engine? Verify the VS Code setting: "ue.engineRoot".
  • Missing images in docs? Run ArtGen/UE import pipelines under Tools/.
  • Build failures? Re-run Generate Project Files and ensure VS 2022 C++ components are installed.
  • Wishlist: (link soon) • Discord: (invite soon)
  • See Docs/Phase4_Implementation_Log.md for what landed each week.

Terminal Grounds — Logistics is drama. Alien tech is dangerous. Every screenshot should look like a news photo with one impossible detail.

Notes on the image paths

  • If you haven't run the generators yet, the image tags will 404 on GitHub—that's fine. After you run the ArtGen + Unreal Python tools, the paths above will exist and render.
  • If your repo uses different import paths, update the src= values accordingly.

Quickstart (UE5)

  • Open TerminalGrounds.uproject in UE 5.4+
  • Build targets: Game, Editor, and TerminalGroundsServer
  • Startup Map: Set in Config/DefaultGame.ini
  • Tools: See Tools/Unreal/python/ and Tools/ArtGen/ for generators and importers

Repository map

  • Config/ — Engine, Game, and project DeveloperSettings
  • Content/ — UE assets (Maps, Materials, VFX, UI, ConceptArt, etc.)
  • Data/ — Source-of-truth CSVs for datatables (mirrors subset under Content/DataTables)
  • Docs/ — Bibles and guides (Art, VFX, Audio, Lore, Concepts)
  • Plugins/ — Project plugins (TGAttachments, TGModKit)
  • Source/ — C++ modules (TGCore, TGNet, TGCombat, …)
  • Server/ + Docker/ — Dedicated server packaging and container runtime

UE asset path index

  • Maps
    • Content/TG/Maps/IEZ/ — District lookdev and gameplay maps
    • Content/TG/Maps/TechWastes/ — Wasteland bands and POIs
    • Content/TG/LookDev/ — Auto-generated lookdev grid
  • DataTables
    • Content/DataTables/*.csv — In-project datatables (built from Data/Tables)
  • Materials
    • Content/TG/Materials/
  • VFX
    • Content/TG/VFX/
  • Audio
    • Content/TG/Audio/
  • UI
    • Content/TG/UI/
  • Concept Art (references)
    • Content/TG/ConceptArt/

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