Free and Open Source real time strategy game with a new take on micro-management

Difference between revisions of "Todo:Interactive Campaign Features"

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(New page: Things to make campaign making and interactivity better (ignore syntax, focus on the concept): * Implement Lua or other similar light weight, yet effective scripting language to replace SG...)
 
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Things to make campaign making and interactivity better (ignore syntax, focus on the concept):
Things to make campaign making and interactivity better (ignore syntax, focus on the concept):
* Implement Lua or other similar light weight, yet effective scripting language to replace SGSL
* Implement a light weight, yet powerful and effective scripting language to replace SGSL
* Change the current highlighting options to the following:
* Change the current highlighting options to the following:
** highlight(playerid, unitcode, customname)
** highlight(playerid, unitcode, customname)
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** when worker::selected do
** when worker::selected do
** when enemy::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
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

Misc