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Things to make campaign making and interactivity better (ignore syntax, focus on the concept): |
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Things to make campaign making and interactivity better (ignore syntax, focus on the concept): |
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* Implement Lua or other similar light weight, yet effective scripting language to replace SGSL |
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* Implement a light weight, yet powerful and effective scripting language to replace SGSL (like squirrel lang) |
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* Add code to better interact with users current game screen state: |
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* Change the current highlighting options to the following: |
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** highlight(playerid, unitcode, customname) |
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**: (where playerid is the player whos units should be highlighted, unitcode would be constants (WORKERS, MAINMENU_BUTTON, RIGHT_SIDEBAR, BARRACKS, FREE_EXPLORERS, and FLAG_TAB for example), and custom name is a string that can be used to unhighlight in the next code |
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** unhighlight(customname) |
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**: (where customname is the name set when making the highlighted game element) |
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* Add code to better interact with users current game state: |
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** when mainmenu::opened do |
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** when mainmenu::opened do |
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** when flagtab::opened do |
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** when flagtab::opened do |
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** when worker::selected do |
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** when worker::selected do |
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** when enemy::worker:selected do |
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** when enemy::worker:selected do |
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* Add code to better interact with users current gameplay state: |
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** workerCount(playerid) |
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** warriorCount(playerid) |
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** explorerCount(playerid) |
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** allyCondition(playerid) -> dead, attacked, healthy |
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* Along with the already implemented ability to set alliances: |
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** enableFruit() / disableFruit() |
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** revealMap() or disableFOW() |
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* Ability to transfer units/buildings from one campaign to another. Suggested ways: |
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** saveMapData() -> loadMap('part2.map') -> loadMapData() <- checking that the maps were the same |
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** saveMap('part2.map') -> loadMap('part2.map', 'scripts/script2.script') <- loading a saved map with a new script (overwriting default one in the map) |
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** saveMap('part2.map') -> loadMap('part2.map', 'script2') <- loading a saved map using a script embedded into the map header |
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* Ingame timer commands from the moment a command is executed, for things like "you have 5 minutes to build up forces", and the ability to check it (would at the same time enable the ability to limit total game time) |
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** timer1 = startTimer() |
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** print timer1 |
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** endTimer(timer1) |
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More to come |
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More to come |
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[[Category:en]] |
Latest revision as of 15:48, 2 October 2009
Things to make campaign making and interactivity better (ignore syntax, focus on the concept):
- Implement a light weight, yet powerful and effective scripting language to replace SGSL (like squirrel lang)
- Add code to better interact with users current game screen state:
- when mainmenu::opened do
- when flagtab::opened do
- when worker::selected do
- when enemy::worker:selected do
- Add code to better interact with users current gameplay state:
- workerCount(playerid)
- warriorCount(playerid)
- explorerCount(playerid)
- allyCondition(playerid) -> dead, attacked, healthy
- Along with the already implemented ability to set alliances:
- enableFruit() / disableFruit()
- revealMap() or disableFOW()
- Ability to transfer units/buildings from one campaign to another. Suggested ways:
- saveMapData() -> loadMap('part2.map') -> loadMapData() <- checking that the maps were the same
- saveMap('part2.map') -> loadMap('part2.map', 'scripts/script2.script') <- loading a saved map with a new script (overwriting default one in the map)
- saveMap('part2.map') -> loadMap('part2.map', 'script2') <- loading a saved map using a script embedded into the map header
- Ingame timer commands from the moment a command is executed, for things like "you have 5 minutes to build up forces", and the ability to check it (would at the same time enable the ability to limit total game time)
- timer1 = startTimer()
- print timer1
- endTimer(timer1)
More to come