Not a version of the program at all, actually, but a necessary step.
Pre-Alpha software:
I suggest that we write some utility software that will have some modules that we will need eventually: *The Scenario Editor*
This will let us have:
* file IO & structure for the game.sav file
* map creator/editor (which we will need no matter what)
* the map display routines
* user interfaces for display & edit of the various elements [research, military, econ, etc etc.]
* data structures that are common to all the module elements [note: we dont have them all yet! 6/9]
Those are all important, but equally important is:
* working out the bugs on a jointly written, but separately produced program
.....and no need to mess with the AI logic yet.
------------
Programming team for this phase looks like
Blade Runner - editors for display/change of various features. Start w/ military where we have most detail so far.
JimC - map editor & display
F_Smith - user interface [not avail until after 6/21]
maneurein - file IO and sav file structure
Mark - In addition to everything else he's doing, I'd hope he'll be able to pinch hit for me in helping the other dukes organize their "sentences" into "data structures"
Druid - I'm not a coder, but I'll be working w/ other dukes on data-izing concepts, and also will be on vacation 6/19-27.
Dominique - GFX, of course. and whoever else he can get to help. We will need some gfx for the map, units and etc. But it can be rudimentary, and rough, intended to be replace with "the good stuff" later.
Obviously this is not cast in stone, and if I have left out someone who thinks that he/she can help... SING OUT.. there's plenty of work to go around.
--------------------
Thereafter, I have in mind:
The Alpha 0 version.
Which will have:
* minimal AI - maybe some scripts, maybe not
* gfx
* user interface stuff
* ability to "play a turn", see all the screens
and by then we will have the web site bug reporting thing working.
Pre-Alpha software:
I suggest that we write some utility software that will have some modules that we will need eventually: *The Scenario Editor*
This will let us have:
* file IO & structure for the game.sav file
* map creator/editor (which we will need no matter what)
* the map display routines
* user interfaces for display & edit of the various elements [research, military, econ, etc etc.]
* data structures that are common to all the module elements [note: we dont have them all yet! 6/9]
Those are all important, but equally important is:
* working out the bugs on a jointly written, but separately produced program
.....and no need to mess with the AI logic yet.
------------
Programming team for this phase looks like
Blade Runner - editors for display/change of various features. Start w/ military where we have most detail so far.
JimC - map editor & display
F_Smith - user interface [not avail until after 6/21]
maneurein - file IO and sav file structure
Mark - In addition to everything else he's doing, I'd hope he'll be able to pinch hit for me in helping the other dukes organize their "sentences" into "data structures"
Druid - I'm not a coder, but I'll be working w/ other dukes on data-izing concepts, and also will be on vacation 6/19-27.
Dominique - GFX, of course. and whoever else he can get to help. We will need some gfx for the map, units and etc. But it can be rudimentary, and rough, intended to be replace with "the good stuff" later.
Obviously this is not cast in stone, and if I have left out someone who thinks that he/she can help... SING OUT.. there's plenty of work to go around.
--------------------
Thereafter, I have in mind:
The Alpha 0 version.
Which will have:
* minimal AI - maybe some scripts, maybe not
* gfx
* user interface stuff
* ability to "play a turn", see all the screens
and by then we will have the web site bug reporting thing working.
Comment