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Re: Stars Core Engine Tue, 11 November 2014 01:39 Go to previous messageGo to previous message
Shadow Whist is currently offline Shadow Whist

 
Chief Warrant Officer 2

Messages: 167
Registered: August 2003
Location: Vancouver, WA
Thanks! (to both of you)

I am sure that 'testing feedback' and the various components will be helpful in the future. Right now, my focus is create the 'infrastructure' to support Game Generation, the Order of Events & Turn processing (not necessarily in that order).
I would like to be able to

  • generate a game object : (Basic game object is started. Universe(s) can be attached. Twisted Evil )
  • from a standard template or custom file : (Basic universe template is done. Custom file is generated using a command line prompt.)
  • using basic race files : (Working on player / developer race currently)
  • save to file : (Partially Done -.hst file )(can be 'pickled' and 'unpickled')
  • load from file : (partially Done. Can 'unpickle' the .hst file. Can load a JSON Custom Universe file)
  • generate a .m file equivalent
  • generate a .xy file equivalent
  • import a .x file
  • generate a new turn


While that might sound awesome, note that much of the details are glossed over. They will be filled in once the infrastructure works. I imagine its like putting together a puzzle - the outsides are usually put together first. However, I think those details are going to be the fun parts. (Almost like running battle simulations (100x) to forecast future strategy Rolling Eyes Embarassed Rolling Eyes ) Or maybe like playing the game itself.

This weekend I started thinking a bit too hard about the interaction between the Player object, a Player Race design, and a player's fleets. (see: https:// docs.google.com/drawings/d/1rE61lFW4LO713llX9rlSGZ4sUVmTcOb8 _4Co501PzH0/edit?usp=sharing ) The fleets part was (still is) bugging me but it will have to wait. The Player Object + basic race template is next.

Ideas are welcome!

SW

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