Re: [Pybem-developers] boojum
Brought to you by:
abriggs
From: Anthony B. <ab...@ii...> - 2002-06-17 01:36:28
|
>> * big thought - we should try to support TWO of everything, >> from the outset. ie. two different game worlds, with different >> attributes, orders, coordinate system, output display(?) >> Basically, for everything that we plan to make customisable, >> we should start off supporting two versions of that option, >> to force us to generalise. > >Absolutely. Every time I've heard from a person who's said "Oh, I >can't code" or "I don't know Python", I've said "Well, come up with >a design for a game that you'd like to play". Even if it's just >something for us to think about, it's valuable to look at the >problem from a "non-Atlantis" point of view. Hence that whole post a >little while back on the sorts of games we might want to think about >doing. eg. MOO, MOO2, Civ, even chess ;) > >That said though, I think it'll be easier to do/convince people to >do once we've got some basic classes up, like items and skills, plus >a parser to read in all the config files. At the moment, it's pretty >sparse, and you need to be a python hacker to tinker with it. Plus I >think Boojum's starting to stretch it's initial design somewhat. >This is where the RAD aspect of python comes into play - it's pretty >easy to modify stuff on the fly, so if someone comes up with >something we hadn't thought of, we can just alter items, or skills, >or units to fit. I suspect armies are eventually going to be a >sub-class of Unit. Another thing -- in the TODO file in the most recent version of Atlantis are a whole bunch of different suggestions for features, including some I hadn't considered. Might be a good idea to go through it before we set the skills/items design in stone? Ant -- ---------------------------------------------------- HyPEraCtiVE? HeY, WhO aRE YoU cALliNg HypERaCtIve?! aB...@Ii... ---------------------------------------------------- |