I have a game structure outline in my head:
Program language, macro language and the possibilities to modify the game.
Program layers:
I. Interface, graphics, AI layer. They are time critical, so we need to use the possible speediest solution: Java codes with JIT or Hotjava or anything in that time, which can produce the quickest code.
II. Control files, decision trees, event generators, unit, tile and event related codes. We can use Jpython, which is free to use in non-commercial AND COMMERCIAL Java applications. We can ask our non-programmer members to write or change the code inside these parts of the program because the Python is easier to use and understand language than the Java. (see my thread-> Programmers: macro possibility)
III. Unit, tile, resources, etc... descriptions, use the python syntax. Python is very good to produce easy to read and understand lists, because:
a) You needn't declare the variables (like in Basic).
b) Not case sensitive.
c) The Python interpreter can directly use the Java variables.
So basically we can use Java and the Jpython interpreter to produce the complete game system, and we can provide for our gamers an easy to use but powerful macro language to modify the game.
Graphix:
We can use 2D and not animated graphics. This has 2 advantage:
1. We needn't produce special tools for us and for our gamers to modify the graphics of the game.
2. Speed, speed, speed!
Anyway, for me is evident to use minimum the CTP or SMAC like possibilities to modify the behaviors, looks, rules. The only thing, which is important from the beginning, is to avoid the hard coded variables, constants, lists and arrays (except graphics and AI). Later we can easily change something to hard code, the another way is not so easy.
The most important variables and constants which needs to go to text files.
Civs: civ name, ruler name.
Interface text (like button, menu and messages)
Units: unit names, graph. path, unit rules behaviors.
Tile: tile graph. path., tile econ. and moving rules.
Province: rules, graph path.
Economy: rules.
Tech tree: tech names, graph path, advantages, short description. (A parser can check if the tech tree is valid in the beginning of the game)
Help files (game, interface, units etc...)
Governments: name, graph path, rules.
There is a lot more but I think is enough for the start. Please comment and send your ideas, lists.
Thanks,
Blade Runner
[This message has been edited by Blade Runner (edited June 03, 1999).]
Program language, macro language and the possibilities to modify the game.
Program layers:
I. Interface, graphics, AI layer. They are time critical, so we need to use the possible speediest solution: Java codes with JIT or Hotjava or anything in that time, which can produce the quickest code.
II. Control files, decision trees, event generators, unit, tile and event related codes. We can use Jpython, which is free to use in non-commercial AND COMMERCIAL Java applications. We can ask our non-programmer members to write or change the code inside these parts of the program because the Python is easier to use and understand language than the Java. (see my thread-> Programmers: macro possibility)
III. Unit, tile, resources, etc... descriptions, use the python syntax. Python is very good to produce easy to read and understand lists, because:
a) You needn't declare the variables (like in Basic).
b) Not case sensitive.
c) The Python interpreter can directly use the Java variables.
So basically we can use Java and the Jpython interpreter to produce the complete game system, and we can provide for our gamers an easy to use but powerful macro language to modify the game.
Graphix:
We can use 2D and not animated graphics. This has 2 advantage:
1. We needn't produce special tools for us and for our gamers to modify the graphics of the game.
2. Speed, speed, speed!
Anyway, for me is evident to use minimum the CTP or SMAC like possibilities to modify the behaviors, looks, rules. The only thing, which is important from the beginning, is to avoid the hard coded variables, constants, lists and arrays (except graphics and AI). Later we can easily change something to hard code, the another way is not so easy.
The most important variables and constants which needs to go to text files.
Civs: civ name, ruler name.
Interface text (like button, menu and messages)
Units: unit names, graph. path, unit rules behaviors.
Tile: tile graph. path., tile econ. and moving rules.
Province: rules, graph path.
Economy: rules.
Tech tree: tech names, graph path, advantages, short description. (A parser can check if the tech tree is valid in the beginning of the game)
Help files (game, interface, units etc...)
Governments: name, graph path, rules.
There is a lot more but I think is enough for the start. Please comment and send your ideas, lists.
Thanks,
Blade Runner
[This message has been edited by Blade Runner (edited June 03, 1999).]
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