From 2d81d0345c4d40690e7ab62599ccaa3523a16379 Mon Sep 17 00:00:00 2001
From: Louis Capitanchik <contact@louiscap.co>
Date: Tue, 2 Aug 2022 01:52:28 +0100
Subject: [PATCH] Update README.md

---
 README    | 31 -------------------------------
 README.md | 43 +++++++++++++++++++++++++++++++++++++++++++
 2 files changed, 43 insertions(+), 31 deletions(-)
 delete mode 100644 README
 create mode 100644 README.md

diff --git a/README b/README
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-# Bevy 2D Template
-
-## Usage
-
-Write some code, ya dig?
-
-This project is set up for a multi-crate bevy game, but will work equally well
-if just using a single crate for your game. `game_core` is the location of your
-entry point, assets are placed at the root of the workspace in the `assets` folder.
-
-Update the splash screen by replacing `assets/splash.png` - it is scaled by 
-default to fill the shortest screen side; you can include empty space in your 
-splash image as a simple way of changing the padding.
-
-## Commands
-
-- Linux:
-  - Run `make x11-setup` or `make wayland-setup` depending on the target platform
-  - Run `make run` to play
-  - Run `make check` to run Cargo Check
-
-- Web:
-  - Run `make cargo-deps` to install wasm tools
-  - Run `make run-web` to launch the dev server
-  - Run `make check` to run Cargo Check
-  - Run `make web` to build the release version of the web project
-
-## Includes
-
-- Workspace configuration w/ assets dir
-- Splash screen
diff --git a/README.md b/README.md
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+++ b/README.md
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+# Bevy 2D Template
+
+## Usage
+
+Write some code, ya dig?
+
+This project is set up for a multi-crate bevy game, but will work equally well
+if just using a single crate for your game. `game_core` is the location of your
+entry point, assets are placed at the root of the workspace in the `assets` folder.
+
+Update the splash screen by replacing `assets/splash.png` - it is scaled by 
+default to fill the shortest screen side; you can include empty space in your 
+splash image as a simple way of changing the padding. `assets/splash_sting.mp3` will
+be played during the splash screen.
+
+If you need to pre-process files to generate your assets, update the `Makefile` `assets`
+command so that Gitlab CI will package them properly.
+
+Includes websocket based multiplayer building blocks, using [micro_bevy_remote_events](https://lab.lcr.gr/microhacks/micro-bevy-remote-events)
+
+Comes with a Gitlab CI configuration that will build releases for web, Windows and Linux.
+It will also publish a Gitlab pages site with the web version automatically.
+
+## Commands
+
+This project uses a Makefile to define some commands to get things going.
+
+To run the game locally on linux, get things set up by running `make setup-x11` or `make setup-wayland`
+depending on your requirements.
+
+`make run` will run the desktop version of the game, while `make run-web` will run the game in your web 
+browser. The web version requires `trunk` to be installed (`cargo install trunk`).
+
+Building the game for desktop will use a docker container to manage dependancies, but will mount
+your workspace to perform the build. `make build-linux` and `make build-windows` can be run on any platform
+with docker installed, perfect for cross-compilation without juggling dependencies. `make build-web`
+
+## Includes
+
+- Workspace configuration w/ assets dir
+- Splash screen
+- Websockets
+- High level audio player
\ No newline at end of file
-- 
GitLab