It seems that there is a chronic lack of coders for this project. I have a suggestion that could allow coder time to be used more efficiently. This proposal is centered around the tech tree, but it could assist the coding of all of the models.
Rather than coding all of the details of the game, would it be possible to create a program that allows a non-coder to define some of the objects and their interactions?
For example, the game mechanics for the technology system have been mostly completed. The main task that remains is the creation of the actual technology tree, applications, and helper/vital tech connections.
If someone wrote a utility that allowed a non-coding person to input the technology tree, then the coders would not have to worry about the tree again. After coding the various equations and basic loops, they could give the tech tree creation utility to the tech model people and we could do all of the grunt work of entering the technologies, helper techs, applications, and all of the constants that affect the equations.
I don't know if this is feasable, but I am fairly certain that it is. If it can be done, then it would save the coders a huge amount of time in the long run. It would also allow the tech people to alter and debug the tech tree without going through a coder.
I don't know if the other models can be streamlined like this, but it should be possible. I think that the basic systems for the disease and social models have been finished. A utility could be written that allows the model leads to input the individual diseases or social conditions and effects.
If we have a collection of utilities that allow model leaders to input the raw data themselves, the production of Clash could be made much more efficient IMO.
Another benefit of this system would be that Clash would be incredibly customizable. If the utilities are included with the final project, then players would have the ability to easily create their own worlds. One of the best things about Civ 2 was that you could customize it a lot. And that customization was hindered by things that were hard-coded, like the effects that came with a certain slot on the unit or tech list. If we eliminate such hard-coded attributes, then we will be saving coder time and making the game easier to customize.
On a similar note, patches would become much easier with this system. If, for example, someone discovers some flaw in the tech tree after the game is released, then we can easily fix it by making a patch that is essentially a modpack. If we could design things so that modpacks are only one file, that would be great.
If this game is more customizable than Civ 2 and has better gameplay, then it will become a classic. I am fairly certain that it already has better gameplay.
Rather than coding all of the details of the game, would it be possible to create a program that allows a non-coder to define some of the objects and their interactions?
For example, the game mechanics for the technology system have been mostly completed. The main task that remains is the creation of the actual technology tree, applications, and helper/vital tech connections.
If someone wrote a utility that allowed a non-coding person to input the technology tree, then the coders would not have to worry about the tree again. After coding the various equations and basic loops, they could give the tech tree creation utility to the tech model people and we could do all of the grunt work of entering the technologies, helper techs, applications, and all of the constants that affect the equations.
I don't know if this is feasable, but I am fairly certain that it is. If it can be done, then it would save the coders a huge amount of time in the long run. It would also allow the tech people to alter and debug the tech tree without going through a coder.
I don't know if the other models can be streamlined like this, but it should be possible. I think that the basic systems for the disease and social models have been finished. A utility could be written that allows the model leads to input the individual diseases or social conditions and effects.
If we have a collection of utilities that allow model leaders to input the raw data themselves, the production of Clash could be made much more efficient IMO.
Another benefit of this system would be that Clash would be incredibly customizable. If the utilities are included with the final project, then players would have the ability to easily create their own worlds. One of the best things about Civ 2 was that you could customize it a lot. And that customization was hindered by things that were hard-coded, like the effects that came with a certain slot on the unit or tech list. If we eliminate such hard-coded attributes, then we will be saving coder time and making the game easier to customize.
On a similar note, patches would become much easier with this system. If, for example, someone discovers some flaw in the tech tree after the game is released, then we can easily fix it by making a patch that is essentially a modpack. If we could design things so that modpacks are only one file, that would be great.
If this game is more customizable than Civ 2 and has better gameplay, then it will become a classic. I am fairly certain that it already has better gameplay.
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