This repository contains the engine and some permissively licensed third-party code.
Though Confectioner Engine is FLOSS (see: COPYING), Cave Confectioner's art, game assets, and IP are proprietary. This applies regardless of the licensing of the engine. Please don't name products "Cave Confectioner".
After compiling, place the "base" and "game" folders from a commercial Cave Confectioner release in this folder, then run the game.
To be on the safe side, you should have a spare 2 GB of storage to build. The makefile uses wget to download compressed archives from the Internet: source code for GNU/Linux, binaries for Windows. Steam and Mac libraries currently must be downloaded manually if you target Steam or Mac.
To install many of the core dependencies on Debian/Ubuntu/Mint/Trisquel:
sudo apt install build-essential libsdl2-dev
libegl1-mesa-dev libgl1-mesa-dev libgles2-mesa-dev
libxrandr-dev libxi-dev libasound2-dev libpulse-dev libudev-dev
To compile with static SDL2 and Boost on GNU/Linux, simply run
make
. The default DRM-free static executable is called
cave-confec.
To compile with dynamic SDL2 on GNU/Linux (but still downloading and
compiling Boost) run make confec-dynamic
. The DRM-free
dynamic executable is called confec-dynamic.
Read the makefile for other target platforms and configurations.
If you care to update non-executable dependencies, here is where to get them:
openjdk.pem
gamecontrollerdb.txt
These tools are used for programming and content creation. They are not needed for compilation, but you can use them to expand, rework, or mod the game.
All of the tools are cross-platform and can be installed on free systems as well as Windows and Mac.
To install the tools on Debian/Ubuntu/Mint/Trisquel:
sudo apt install geany tiled gimp audacity