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RE: 3.4 ETA

Posted: Sun Apr 12, 2009 2:07 am
by ColinWright
ORIGINAL: ralphtrick


...I'm still working on just how I'm going to do the editor. Since I want to rewrite it from scratch, there's a chance I'll be able to put the code (not assets) up on CodePlex as an open source project. I'm not sure what the con's might be except for some potential legal issues.

Ralph

That would be GREAT!!! The more time I spend with this game, the more I tend to see each scenario as calling for rules and routines and such unique to itself.

The notion of a single universally applicable engine really is invalid. What we want are the wheels and the old lawnmower engine and such so that we can build our own go-cart for exactly what we're trying to do with each scenario.

...and some way, some day, we need volume-based supply. One division does not consume as much supply as ten divisions! I mention this because the shift required seems deeper than will ever be available through the editor -- but it's essential.

RE: 3.4 ETA

Posted: Sun Apr 12, 2009 7:52 am
by golden delicious
ORIGINAL: ralphtrick

Makes me wonder how white rabbit's been doing.

Probably not well. It's been some time since we last heard, and I believe he had terminal cancer. At least, he was taking preparations for his Will very seriously.

RE: 3.4 ETA

Posted: Sun Apr 12, 2009 7:56 am
by golden delicious
ORIGINAL: ColinWright

The notion of a single universally applicable engine really is invalid.

This is the opposite of the design philosophy behind TOAW. Naturally you have a point, but I think we need to have an engine which users can run with and make 80% of scenarios without having to get a degree first. Then there'd be extra flexibility for the crazies like you and me who need to change the core variables.