Hi

I have been writing to Haypo for a few days regarding ideas about Wormux 0.5 
regarding code features, and we decided it was best at this point to go to the 
mailing list to get ideas and opinions from everyone.

The first point was regarding the port to Clanlib 0.7.x, but I think Haypo 
adressed those points in his last emails. Switching to some Clanlib features 
will improve the ease of programming some features in the game. One of the most 
interesting features is the advanced collision system. Of course, there is the 
possibility to use the Sprite code, and get access to the code speedup. The 
only constraint that Clanlib put is the use of openGL to have the support for 
everything. A SDL target exists for older PCs.
However, the use of the new features of Clanlib 0.7 are better supported if 
some code is reorganized.

The second point i wanted to talk about was the use of a script language in 
Wormux. I think that having a script language could allow some nice things like 
creating events during a campaign, or to create more advanced effect. Clanlib 
used to have a LUA plugin, but 0.7.x doesn't have it anymore. The second 
language i was thinking about was Python who has been used in several games. My 
idea is not to run the game with Python but to interpret python script within 
the game.

The third point concerns weapons. I have been looking at the code and i thought 
it was quite difficult to add new weapons. I have been thinking that it would 
be nice to be able to create a new weapon by using an XML file for example. 
Most conventional weapons can be easily described by categories and by their 
properties. A grenade can be added the area effect flag, the physic flag, and 
so on. It can be considered as a projectile. You can create contact weapons, 
gun weapons and so on. You can add a timer flag. It would be interesting if we 
could find all the possible flags.
So in the end you would have a way to streamline the creation of weapons by 
just changing parameters. Of course, you can complain that it won't work for 
more advanced weapons, but it could work by using scripts. If you think of a 
bomb that would hover over the landscape, you could "easily" program it using a 
script by providing a proper interface to the script language.

That's it. Those are just ideas thrown in the arena. There are not necessarily 
the way to go, but, those are suggestions to improve Wormux.


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