Hi guys,

A while back, I emailed with some of you, and I mentioned that I had made some initial steps toward using the TripleA engine to develop an Advanced Civilization-like game. Time constraints got in my way, and that fell by the wayside.

I am still interested in eventually taking the Civ idea forward. More than that, I think the TripleA engine could serve as a good base for lots of other board games (including crayon rails games). But, before I try get in over my head again, I thought it would be best to get a good understanding of the code base.

To do that, I thought I would start very simple - with Tic Tac Toe. I think I have a decent understanding of what's going on in terms of writing new delegate classes for the various parts of a new game.

For new map-centric games (like Risk) the existing UI code should work great, with little modification required. But, there are lots of games that I suspect would work better with different UI code - square grids for games like Tic Tac Toe, checkers, chess; points & lines or hex grids for rail games; the capacity for dealing with cards for lots of games.

And when it comes to writing new UI code that integrates well, I'm more than a bit shaky. My immediate goal is writing a simple square-grid UI for Tic Tac Toe. I've been looking at the code for TripleAFrame, ImageScrollerLargeView, MapPanel, and TileManager. The frameworks looks like it was well thought out, but I am not sure what all fits where, and how much of what's there would be specific to territory/map-based games.

If anybody would be willing to help explain a bit how the UI code fits together (or could point me towards any documentation, if there is any), I would really appreciate it.