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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 a light weight, yet powerful and effective scripting language to replace SGSL (like squirrel lang) |
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* Implement a light weight, yet powerful and effective scripting language to replace SGSL (like squirrel lang) |
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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 screen state: |
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* Add code to better interact with users current game screen state: |
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** when mainmenu::opened do |
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** when mainmenu::opened do |
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** enableFruit() / disableFruit() |
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** enableFruit() / disableFruit() |
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** revealMap() or disableFOW() |
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** revealMap() or disableFOW() |
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* Ability to set AI modes on the fly (changing a None to Nicowar for example to start it attacking, then when conditions are met (leader killed for example) being able to change it to the dumber unorganised numbi for the remaining duration of the game) |
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* Ability to transfer units/buildings from one campaign to another. Suggested ways: |
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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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** saveMapData() -> loadMap('part2.map') -> loadMapData() <- checking that the maps were the same |
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More to come |
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More to come |
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[[Category:en]] |