Re: [Super-tux-devel] SuperTux's future (that brilliant?)
Brought to you by:
wkendrick
From: Ingo R. <gr...@gm...> - 2004-03-11 10:10:07
|
Ricardo Cruz <ri...@ae...> writes: > While implementing a new bad guy, I could see how much the code > sucks for extensability. Really, how do we expect to have scripting, > lots of great enemies and scoped tiles, if all stuff is hard coded! I don't think that scripting will ever be usefull for coding enemies. Scripting can however be very usefull to customize enemies (change there speed, etc.), but it becomes useless for coding them. After all an enemy can do all kinds of weird things in the engine when required, you can't get that from scripting unless you start to export every damn little bit of the engine, but then you spend much more time with wrappering than with scripting the enemies, so you'd better code them in C in the first place. I think scripting will mainly be usefull for custom events in the levels, ie. have dialog-boxed pop-up when the enemy approaches, for scripting little in-game cut-scenes and such stuff that can't be all that easily done in C and especially shouldn't be done in C, since its artistic content and doesn't belong in the core engine. > It took me half an hour just to add a basic bad guy. Half an hour doesn't sound that bad. > Tobias told me in the IRC that he was not thinking about a C++ > port. At this current point it would really makes no sense to port to C++, the engine is up an running (well, almost) and we should care about content, levels and getting the gameplay right, not about which languaged was used to implement the stuff. > That was my last hope for a redesign of SuperTux and I really felt > like abandoning the boat. After milestone1 we can do whatever we want, we can throw the whole engine away and use wolfman8k's python engine or reuse the windstille engine (which btw. is from a gameplay point of view far behind Supertux) or recode supertux in C++ or whatever, but that is something to decide after milestone1, not right now. If somebody wants to just compile with C++ and use std::string instead of frickling around with char* I am all for it, but that something else then rewriting everything as classes. > These months are crucial for SuperTux, if it doesn't improve it > will probably die. I don't think there is anyone willing to start it > over and over again. In my opinion, we should focus our attention in > releasing the next version by putting the gameplay as it was before > and adding a few levels. Yep, exactly, we should focus to get the basic gameplay right now, not about how we can extent the engine with some super-duper-thingy which I can't currently even think of. As far as it looks like for me at the moment all enemies planed for Milestone1 should be doable with the current engine, after all, most of them are pretty similar to the current ones, just with little modifications in the behaviour and the look. My only goal at the moment is to get milestone1 good enough, if after that all people agree that the codebase is unusable for extension we have to find a solution, but we aren't there yet, so we should better stop discussion this and get back to work. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |