Modular Game
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Goldengamer111

I had what I believe is a good idea for my current project: Allow other coders to create more areas to explore. Of course, this is only after I actually finish the main game, but I think it might be a good idea to prepare for that while I code. At the moment, I am imagining the player coming along and seeing a link somewhere that directs them to wherever I am hosting the user maps (probably some forums somewhere), where they download the maps to the directory in which they saved the main game. While there, they add the necessary mount command to the configuration file (as packfiles would be the best way to distribute these), and add a line in a text file that keeps track of the "installed" maps. Then, when the player next boards a ship, they can select their new map from a list (populated with the text file) and sail away to a new land. Is there a better way to do this, which would not require the changing of text files? Is there anything that I should know about doing something like this (e.g. do not use some functions because they are OS specific)? Thanks!

EDIT: I thought that it might be a good idea to include the making of the areas, as well. The developer would first have to download the backbone of the game (the files that I am currently working on, and will be for a few years) in order to have access to the game-wide functions. They would then create their new map, making sure not to create anything with the same name as a function, #define, variable, etc. in another file, and upload it to wherever I was hosting them. If I was using forums, they would probably add their files to the post as an attachment, and include a list of the names that they used. There would be more guidelines to follow in order to insure compatibility, but they haven't all been thought out yet, and those that have might change.

Posted on 2009-04-13 23:40:45 (last edited on 2009-04-14 10:11:36)

Goldengamer111

I just realized that I would have to use an #include with variable text for this, unless the players copied a line including an #include. I think that I might do this, though. I am still wondering about OS specific functions, and have become curious about using multiple windows. Can I use those, maybe not for the gameplay, but for reference?

Posted on 2009-04-18 12:39:20

mcgrue

The multiple-windows functions are not likely to live very much longer in new versions of verge.

Posted on 2009-04-22 00:05:38

ustor

I think the existing .map / map script system could actually handle this well enough.

If you wanted "user maps" to be more than a single map, then the burden would fall on the user to properly create and link multiple maps, but I suppose you're already counting on them being able to put one together correctly, so it doesn't really matter.

As far as creating a list of the maps, you could use ListFilePattern() to grab all the .map files in the directory, and then drop any that are part of the core game by cross referencing with your own predefined list. This way the player only has to drop a map/script pair into the game directory. If the list was generated every time the player brought up the menu, it could even be done at runtime!

The only hitch would be multi-map areas, so you'd need to develop a convention to get around that. e.g only maps with a leading underscore are accessible by port, or something similar.

Posted on 2009-04-23 23:34:19

Goldengamer111

Sorry I took a while to respond. Currently, I have the user write or copy and paste an #include and a call to an initialization function into a heavily-commented file, and, if needed, a mount into the .cfg. The #include would load a system file, where the region can be handled. The way that I am imagining the map making, the creators would essentually create an entire game, but have more functions to work with and follow some guidelines to ensure compatibility. Of course this is assuming they can, actually, make a game with VERGE, but I don't think it will be too much of a hastle.

Posted on 2009-05-01 13:54:19


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