MUN Shape: the game beyond the game
With the 0.1.0-dev.3 preview, a Game Card can now dress MUN™ OS in its game's identity.
The 0.1.0-dev.3 preview of MUN™ OS brings the first version of MUN Shape: while its card is in, a game can dress the console in its own identity.
What a game can bring
- A palette and materials (solid, glass, paper) for the menu and the game's panel.
- The card object, with its art.
- A world behind the menus, with layers, particles and lights.
- Transitions that bring that identity in and take it away.
- Its sounds on the menus and a cue when the card goes in.
Data, not code. The card carries a folder, content/mun-shape/, and
the console draws it with its own code: nothing on the card runs. A card
without a package takes the colours of its cover.
What stays MUN's: the layout, the navigation and the system's words, the settings and the dialogs, and legibility: text and focus keep their contrast over any world, on every frame. And the player decides in the settings: MUN Shape in full, colours only or off, less motion, and the game's sounds on the menus.
For studios: tools to make and check a package, put it on a card and
watch it change live in a virtual console; two samples, sea and
paper; and two guides: dress the console in your
game and see MUN Shape in
action.
It is the tool a studio can use to show the art that does not fit in the box. And this is only v1: much more is coming.
This preview passed the automated checks in GitHub's virtual machines on five systems (macOS, and Linux and Windows on x86_64 and ARM64), without a window; with a window and sound, only on a Mac so far. To try it, the getting started guide.