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Mandate Engine / Re: Mandate Engine Stuff
« on: 24 November 2012, 23:45:38 »
Yet another edit:
The code changes are finally working although its gonna be a huge pain to reformat my 75 unit XML files. I blew an extra 6 hours on it because I was a dumbass and didn't realize that the problem was a pointer value set to 0. Spent so much time changing classes and messing around before I noticed.
Edit: Whoops changed my mind. I changed the loading code since I was trying to allow items to hold commands which they then pass to units that equip them. I wanted to remove a lot of work also and remove duplicate code. So item type and unit type inherit from creatable type now which changes the loading XML a little bit. On the plus side upgrades and maybe some other classes will also inherit from this class and gain its capabilities as well. Even effects/emanations might be able to inherit from this class. Should open up some fun possibilities.
I've fleshed out various aspects of the item and unit system while working on my current game project.
At the point at which I release the game I am working on I will consider the engine to be in its final Alpha stage.
The reason that it will still be Alpha is that it won't contain the new Rocket GUI or the upgraded graphics engine.
Just as a note the final Alpha will be the last version to maintain legacy syntax. Most GAE mods are quite old and no one uses it much because the plebs only care about multi player. It takes a lot of extra work to maintain all the outdated loading syntax. I'll be moving a bunch of stuff around and adding documentation to the code and shrinking the number of lines per file. The unit file has something like 3500 lines of code and growing for instance. Also a lot of the unit type and unit code is duplicated in the item type and item code, so I'll be moving that to another file.
Basically the old upgrade and enhancement and level syntax will all be gone. Aside from the removal of legacy loading code all the new stats and features are optional in the XML.
I play a lot of games for play testing purposes, so most of the changes don't have bug problems. However I wouldn't go so far as to call it a stable release. You definitely cannot use even GAE's rudimentary multiplayer. Mandate won't support multiplayer at any point as far as I am concerned. If I wanted that I would play Starcraft 2.
December 25 is the release date for the semi stable engine release and the game release. Of course the source code is all available at the GitHub page at any time. I usually update it 3-5 times a week from my local repo.
The code changes are finally working although its gonna be a huge pain to reformat my 75 unit XML files. I blew an extra 6 hours on it because I was a dumbass and didn't realize that the problem was a pointer value set to 0. Spent so much time changing classes and messing around before I noticed.
Edit: Whoops changed my mind. I changed the loading code since I was trying to allow items to hold commands which they then pass to units that equip them. I wanted to remove a lot of work also and remove duplicate code. So item type and unit type inherit from creatable type now which changes the loading XML a little bit. On the plus side upgrades and maybe some other classes will also inherit from this class and gain its capabilities as well. Even effects/emanations might be able to inherit from this class. Should open up some fun possibilities.
I've fleshed out various aspects of the item and unit system while working on my current game project.
At the point at which I release the game I am working on I will consider the engine to be in its final Alpha stage.
The reason that it will still be Alpha is that it won't contain the new Rocket GUI or the upgraded graphics engine.
Just as a note the final Alpha will be the last version to maintain legacy syntax. Most GAE mods are quite old and no one uses it much because the plebs only care about multi player. It takes a lot of extra work to maintain all the outdated loading syntax. I'll be moving a bunch of stuff around and adding documentation to the code and shrinking the number of lines per file. The unit file has something like 3500 lines of code and growing for instance. Also a lot of the unit type and unit code is duplicated in the item type and item code, so I'll be moving that to another file.
Basically the old upgrade and enhancement and level syntax will all be gone. Aside from the removal of legacy loading code all the new stats and features are optional in the XML.
I play a lot of games for play testing purposes, so most of the changes don't have bug problems. However I wouldn't go so far as to call it a stable release. You definitely cannot use even GAE's rudimentary multiplayer. Mandate won't support multiplayer at any point as far as I am concerned. If I wanted that I would play Starcraft 2.
December 25 is the release date for the semi stable engine release and the game release. Of course the source code is all available at the GitHub page at any time. I usually update it 3-5 times a week from my local repo.



