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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 |
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* Change the current highlighting options to the following: |
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* Change the current highlighting options to the following: |
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** highlight(playerid, unitcode, customname) |
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** highlight(playerid, unitcode, customname) |
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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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* 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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More to come |
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More to come |
Revision as of 00:18, 29 June 2008
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
- Change the current highlighting options to the following:
- highlight(playerid, unitcode, customname)
- (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
- unhighlight(customname)
- (where customname is the name set when making the highlighted game element)
- Add code to better interact with users current game state:
- when mainmenu::opened do
- when flagtab::opened do
- when worker::selected do
- when enemy::worker:selected do
- 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
More to come