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From: mamutas <mam...@ho...> - 2004-03-08 05:48:18
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I just replied to Chrisp's email, where I basically stated the same ideas. We can implement swappable terrain in the separate data storage, which would have higher priority over static data. Regards, mamutas ----- Original Message ----- From: "Jason Jones" <ja...@ki...> To: <xen...@li...> Sent: Sunday, March 07, 2004 2:00 PM Subject: RE: [Xenocide-programming] GeoData.h > Seems to me that we can do the swappable terrain type thing AND > implement a seperate class for save data. If we try to throw too much > gamestate into geodata it will wind up with a bunch of stuff that > doesn't relate. Remember save games have to include player name, > soldier names, research states, funding, etc. > > The changeable terrain thing (I think) is simply a matter of granularity > of tiles. The geodata object in memory during the game has to know what > terrain type each tile of the world is. This can of course be changed > by a scripting choice or mod dll (or post 1.0 code we write). So long > as it doesn't store terrain type as continent-sized chunks (maybe city- > sized?) a mod can replace tiles dynamically as the situation warrants. > > That is the way I see it, anyway. Someone correct me if I have anything > wrong, as I'm just getting my brain around the project. > > -Thalo > |