Windows: Extract wasd.zip archive to desired location eg: "C:\Program Files\wasd" User made content and configuration files will be stored in appdata
Linux: unpack wasd.tar.gz to desired location eg: "~/games/wasd" User made content and configuration files will be stored in "~/.config/wasd".
Android: Currently requires enabling apk intall from unknown locations. Temporarily enable install for wasd.apk User made content and configuration files will be stored in "/data/wasd". However, this directory is not easily accessible from the device's user interface unless the device is rooted or accessed from the Android Debug Bridge (ADB) console.
Custom and downloaded content can be placed in the relevant folders, however any content generated or downloaded in-game will go to the user directory
WASD's map structure is based on a simplistic grid with fairly flexible geometry, fast collisions, vertex lighting and real-time Occlusion Culling. Similar to the Cube Engine but it's written from scratch, allows for floor over floor level design and is good at doing indoor scenes with lots of small rooms.
stuff about configuration of WASD.
Note: The editing features in WASD are a work in progress.
Before making your first map it's helpful to understand a bit about how WASD maps are layed out. WASD's map structure is based on a simplistic grid of map units. Each grid unit has a floor height, a ceiling height and can have an optional "deformable" cube.
Stairs and platforms can be created simply by varying the floor height and walls are created by raising the floor level up to the ceiling.
The floor and ceiling can also have corner vertex heights for creating slopes. The deformable cubes can have floor height, ceiling height and corner vertex x, y, z position useful for creating curved walls and small details.
Keeping these tips in mind, try loading an existing map in edit mode and have a look around. Hopefully, it should start to make sense what's going on :)
Those familiar with brush-based editors for games like quake and unreal might initially find it a bit limiting, but it can be quite fast to prototype map layouts.
To use the editing functions you must first enable edit mode by pressing the "T" key to open the chat dialogue and then typing: /edit
The current map will be reloaded in edit mode and the editing functions will now be availible.
Toggle in and out of edit mode by pressing the "E" key.
To make a selection aim at grid units with mouse look.
click and hold the left mouse button over an area then release it when all desired cubes are highlited in a light blue wireframe (pic below).
Use the mouse scroll wheel to
To cancel the current selection use the right mouse button.
Each unit has a floor & ceiling with
editable corner vertex heights and can have a freely deformable cube
with editable corner vertex x, y, z position.
Editing keys appear on the top right of the edit HUD when in edit
mode. Press and hold an edit key while using the mouse scroll wheel to edit the selected property.
Create a new map: /newmap
Save the current map: /savemap <mapname>
compute lightmap and rebuild geometry: /calc