Hi All, and Happy New Year!
BTW save Everything big you post in the near future... I would have lost two long posts in the latest server mess if I hadn't had them backed up.
Here is a coding plan for the not-too-distant future that I have worked up with some input from Gary. It is intended to roughly cover progress through April 2002. It is in priority order. I am going to try to go to some level of detail in this, although the details will be greatest for the items nearest in time. Currently my guess is that the breakpoint for demo 7 comes, appropriately enough, after item 7. However, due to the vagaries of fate and team availability, items before seven might be left out, and items after seven might well be included. Some code architecture items will not be clear, just ignore a milestone if it’s meaning is mystifying.
There are still many open issues from the Planning for D6 thread. Everyone who is interested is encouraged to glance over it again and see if the features mentioned there that didn’t make it on to my list belong. After some discussion I will revise this list as appropriate.
Let me know what you think!
1. Refactored territory administration system, with economics implications. (Gary, Mark, already about 80% complete)
2. Implement civs controlling territory organized in provinces with many squares (Gary) (requires 1)
3. Technology model running with limited test techs.
3a. Agree to XML spec and method for handling Applications (Richard, Gary, Laurent)
3b. Tech test code passes simple test case for tech and application activity, and turn handler appropriately distributing research points as called for by tech test XML. (Gary)
3c. Military code uses tech system to determine when elements are available for build, determine effectiveness of elements, and feedback RPs into tech when battles occur. (Laurent)
3d. Economics code uses tech system to alter productivity and economic sectors (farming etc.) and feedback RPs into tech from these activities. Education infrastructure creates RP's player can assign. (Mark)
3e. Alpha tech interface that informs players about levels of technologies, and allows allocation of RPs generated by education to various Activities. (Gary)
4. Old government/social model code integrated mostly as-is. Essentially we have F_Smith's old implementation of the government/social system from "the beast". It already has a simple interface for changing government model parameters. The plan here is to take that old code, adapted to the current architecture, and get it into the next major demo. (Mark, already about 40% complete)
5. Rivers, ports, ships, boarding etc. (Gary, Laurent)
6. A much improved AI, using AI Plan architecture to handle relatively simple attack in defense issues. (Gary, Mark)
7. All game initialization data in XML files (mainly settings, tech, economy, military data and scenarios - we will leave game saving and restoring for D8+). (Gary, Laurent, Mark)
--- Release Demo 7 (Tentative)
8. The start of an on-line help system. The on-line system should have links to the relevant manual portions. (Gary)
9. A more useful merchant system, eliminate merchant teleporting, enable use of merchants as military quartermasters, have areas of the map which are attractive to both civilizations and merchants because of their resources. Perhaps use merchants for tech diffusion. (Mark)
10. Much larger tech tree with more Applications and Activities. (Richard)
11. Limited diplomacy model (Mark or Gary, or hopefully some new coder).
12. Update government/social model to current spec including Riots model (Mark)
12b. Update government GUI to current spec (Gary).
13. A beginning proper map generator (Gary).
14. Social/economy model interactions.
15. save files
--- Release Demo 8 (Tentative)
[edit]Our targets have changed substantially since this went up. In mid-February we redirected ourselves in theReworking our Demo Approach thread. The goals in this thread are still relevant, but making the game more understandable to playtesters who walk in now gets higher priority than just implementing more models. What is listed here as demos 7 and 8 might stretch to Demo 10 or so under the new situation.
BTW save Everything big you post in the near future... I would have lost two long posts in the latest server mess if I hadn't had them backed up.
Here is a coding plan for the not-too-distant future that I have worked up with some input from Gary. It is intended to roughly cover progress through April 2002. It is in priority order. I am going to try to go to some level of detail in this, although the details will be greatest for the items nearest in time. Currently my guess is that the breakpoint for demo 7 comes, appropriately enough, after item 7. However, due to the vagaries of fate and team availability, items before seven might be left out, and items after seven might well be included. Some code architecture items will not be clear, just ignore a milestone if it’s meaning is mystifying.
There are still many open issues from the Planning for D6 thread. Everyone who is interested is encouraged to glance over it again and see if the features mentioned there that didn’t make it on to my list belong. After some discussion I will revise this list as appropriate.
Let me know what you think!
1. Refactored territory administration system, with economics implications. (Gary, Mark, already about 80% complete)
2. Implement civs controlling territory organized in provinces with many squares (Gary) (requires 1)
3. Technology model running with limited test techs.
3a. Agree to XML spec and method for handling Applications (Richard, Gary, Laurent)
3b. Tech test code passes simple test case for tech and application activity, and turn handler appropriately distributing research points as called for by tech test XML. (Gary)
3c. Military code uses tech system to determine when elements are available for build, determine effectiveness of elements, and feedback RPs into tech when battles occur. (Laurent)
3d. Economics code uses tech system to alter productivity and economic sectors (farming etc.) and feedback RPs into tech from these activities. Education infrastructure creates RP's player can assign. (Mark)
3e. Alpha tech interface that informs players about levels of technologies, and allows allocation of RPs generated by education to various Activities. (Gary)
4. Old government/social model code integrated mostly as-is. Essentially we have F_Smith's old implementation of the government/social system from "the beast". It already has a simple interface for changing government model parameters. The plan here is to take that old code, adapted to the current architecture, and get it into the next major demo. (Mark, already about 40% complete)
5. Rivers, ports, ships, boarding etc. (Gary, Laurent)
6. A much improved AI, using AI Plan architecture to handle relatively simple attack in defense issues. (Gary, Mark)
7. All game initialization data in XML files (mainly settings, tech, economy, military data and scenarios - we will leave game saving and restoring for D8+). (Gary, Laurent, Mark)
--- Release Demo 7 (Tentative)
8. The start of an on-line help system. The on-line system should have links to the relevant manual portions. (Gary)
9. A more useful merchant system, eliminate merchant teleporting, enable use of merchants as military quartermasters, have areas of the map which are attractive to both civilizations and merchants because of their resources. Perhaps use merchants for tech diffusion. (Mark)
10. Much larger tech tree with more Applications and Activities. (Richard)
11. Limited diplomacy model (Mark or Gary, or hopefully some new coder).
12. Update government/social model to current spec including Riots model (Mark)
12b. Update government GUI to current spec (Gary).
13. A beginning proper map generator (Gary).
14. Social/economy model interactions.
15. save files
--- Release Demo 8 (Tentative)
[edit]Our targets have changed substantially since this went up. In mid-February we redirected ourselves in theReworking our Demo Approach thread. The goals in this thread are still relevant, but making the game more understandable to playtesters who walk in now gets higher priority than just implementing more models. What is listed here as demos 7 and 8 might stretch to Demo 10 or so under the new situation.
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