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