Hello everyone, I am having some problems with developing the multiplayer port of "Legend of Wesmere" (LoW).
Multiplayer campaigns can come in different types, I will focus on cooperative campaigns. Cooperative Campaigns * The equivalent to Single Player campaigns * Legend of Wesmere falls into this category * Players vs Ai In the example of LoW the multiplayer port uses the same files, differences between the modes are handled with #ifdef MULTIPLAYER preprocessor directives. LoW is split into 5 chapters, all being technical an own multiplayer campaign but connected with the gsoc "persistent global variables" feature. The motivation of the split is the fact that the players, starting with 2 ones in chapter one, collect more and more allies during the campaign. Each ally is best played by another human player who is better recruited from the MP Lobby with a fresh not started campaign than during a running one. The definition of a difficult level is mandatory. Without one of the EASY, NORMAL or HARD symbols predefined the campaign can't work for obvious reasons. The first solution was a hardcoded HARD definition. This had balancing problems and lacked the possibility to let the players choose. The current solution parses the LoW directory 3 times, with one of the difficult level symbols active at a time. The result does provide the 3 difficult levels but is a mess to code and clutters the game set-up dialogue with 15 (!) start scenarios for LoW only. A related issue is the fact that most of the game set-up designed for independent mp maps doesn't fit the needs for a multiplayer campaign. For example does the "faction" drop down selector confuse the player. Multiplayer campaigns don't feature factions with a leader to choose from the faction, they feature protagonists whose come with their own recruit list, most likely not matching any faction. To solve the issues mentioned I want to propose a new tag "multiplayer_setup" being the counterpart to [campaign]. This would guard every multiplayer campaign in a similar way how it is done with singleplayer ones already. The usage of this tag triggers a different set-up gui than the current one. Regards, Fabian _______________________________________________ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev