Okay as we're starting from scratch I thought about some possible
starting points for the project.
IMO we should create a "prototype" of the later engine first. Small
development teams often create such prototypes of their games to have
something to show to possible publishers. However I think that a
prototype is a good way to get familar with specific problems of
Fallout-like games (coordinate systems, blockers, etc.).
So if we go the prototype way, we'll need a first feature to add and it
must be "important", a major feature of the new engine. My suggestion is
to start with maploading / mapdisplaying and build the engine around the
mapviewer. So we have 2 options for map viewing:
a) define an own simple map format and change it from time to time to
add new features
b) use the existing Fallout 2 map format till we're familar enough with
the whole concept and can create an own one
I favour the second option because we got existing Fallout maps and
could easily start with them. We could include all major features that
Fallout had with the map format and got time to think about an own one.
I assume that we get some ideas what to ameliorate with our own format
while working with the Fallout one. Chris already wrote a Fallout 1/2
map loader and so we could use his code and this will save us some time :)
We'll need a first roadmap for the prototype and here is my suggestion:
- load existing Fallout 2 maps
- display floor and roof tiles
- display walls and objects
- no critter displaying, ignore their script code
- no interaction with objects
- map scrolling
- add critters (not moving, and ignore their scriptcode)
- add alter ego that can move on special coordinates (tile- /
After that Matt should be already back and we would have a first
prototype running and so we can decide what to keep and what to change.
These things like maploading and a basic renderer for displaying the map
items will be needed for the editor too and so Matt could use the code
as a starting point for the editor. We could start defining an own map
format later, but we would have no pressure to do a quick and dirty
version because we can test all things with the Fallout maps.