Re: cementing relations (and RPG making)
- Posted by Cox Family <cox.family at SK.SYMPATICO.CA> Mar 08, 1999
- 397 views
G'day from snowy Canada, Roderick! Thought I'd drop you a line, considering that your topic on the Euphoria list about RPG making interested me. I had actually been thinking of a similar project for the last little while, and have been working on drafting (on paper) my plans for it. Basically, here's what I've got planned, if you're interested. * everything is driven by two things -- maps and objects. Both can be user-defined using beautiful (Euphoria) code to give the user more flexibility over game control * everything that objects do is defined by object code. There are built-in variables to test the object's state (i.e. touched, trapped, hit, etc.) * maps themselves can contain object code in their headers * all object code libraries are standard .e code, making for easy addition of new functions / features * and, for the grand finale, _it's all text-driven_. Maps are sequences, object code is text, and the final product is a 'script' to the game with accompanying graphics/sound which is run by an engine. A text-based approach allows the following: 1) more than one interpreter can run the same code (possible portability, if others wanted to run it in other langs) 2) more flexibility and control for the end-user/creator by allowing them to fully command the object code 3) editors can be made to graphically edit maps, object code, etc. If you _only_ have a graphical editor, code editing and detailed changed get very hard very quickly. Anyway, I've been incredibly busy with school lately (working on Computer Science projects [unfortunately in QBasic, which we've been running sans help-menu because either our teacher doesn't want to install it or doesn't know how. I'm hoping it's the former.]) and have kept it in the planning stages. Hope this at least gives you some good ideas, and if others are interested, drop me a line. Chris Cox cox.family at sk.sympatico.ca