Would it work to use XML for scenario files? Below, substitute "<" and ">" in place of the "(" and ")". If I use the actual arrows, the browser recognizes them as tags and doesn't show them!:
(Player)Athenians(/Player)
(Govt)
(Type)Dictatorship(/Type)
(Leader)Military Strongman(/Leader)
(Taxation)Heavy(/Taxation)
(/Govt)
(Army)
(Unit)Spearman
(Men)1000(/Men)
(Training)34%(/Training)
(Exp)20(/Exp)
(/Unit)
(Unit)Longbowmen
(Men)1000(/Men)
(Training)34%(/Training)
(Exp)20(/Exp)
(/Unit)
(/Army)
(/Player)
We define what the format of the tags in our game, of course, and then anyone can use any text editor to easily tweak a campaign file if they want. We can also easily build a GUI editor. The idea is to allow gamers to
define all the properties of a game object in the modeling language, without any actual coding, if they want.
Or is this too complicated? Should we just use a GUI editor, like StarCraft and AoE, and never give users direct access to the file itself?
[This message has been edited by F Smith (edited June 20, 1999).]
(Player)Athenians(/Player)
(Govt)
(Type)Dictatorship(/Type)
(Leader)Military Strongman(/Leader)
(Taxation)Heavy(/Taxation)
(/Govt)
(Army)
(Unit)Spearman
(Men)1000(/Men)
(Training)34%(/Training)
(Exp)20(/Exp)
(/Unit)
(Unit)Longbowmen
(Men)1000(/Men)
(Training)34%(/Training)
(Exp)20(/Exp)
(/Unit)
(/Army)
(/Player)
We define what the format of the tags in our game, of course, and then anyone can use any text editor to easily tweak a campaign file if they want. We can also easily build a GUI editor. The idea is to allow gamers to
define all the properties of a game object in the modeling language, without any actual coding, if they want.
Or is this too complicated? Should we just use a GUI editor, like StarCraft and AoE, and never give users direct access to the file itself?
[This message has been edited by F Smith (edited June 20, 1999).]
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