[Top][All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Adonthell-devel] Re: [Adonthell-general] Happy New Year!

From: Kai Sterker
Subject: Re: [Adonthell-devel] Re: [Adonthell-general] Happy New Year!
Date: Sat, 4 Jan 2003 03:24:43 +0100

On 04 Jan 2003 11:02:28 +1100 David White wrote:

> yes, you might have a point about the framework not being well enough
> developed yet for a good character editor to be written. In that case,
> I'm not sure what I can do to contribute at this stage :)

Develop the framework :).

> > We had a big discussion about characters implementation a few months
> > ago, but I can't find it back. It involved Python stuff, as well as
> > combat and magic, and was related to items too. Someone know where
> > it is on the archives?
> I looked around, and saw some discussion of it interspersed with
> discussion of the combat system. The most discussion on it seemed to
> take place in February:
> I noticed the discussions didn't seem to arrive at *too* much of a
> firm conclusion. Perhaps we can revive them now. Also, what didn't
> seem to be discussed as far as I could see, is a money and shop
> system.

Right, we might as well revive the discussion. Although I wonder whether
anything of that stuff is covered in Bens sum-up of the summer meeting.
I mean we discussed matters there, didn't we? At least we had quite firm
ideas about the inventory, and some item related stuff too. Write it
down, Ben, write it down! :)

> > Anyway, we're still discussing the bases of 0.4, although
> > I can also say that characters/items should be closely related as
> > both have atributes and can perform actions. It's also going to use
> > Python a lot for the flexibility.
> What is and what is not planned to be in 0.4? I couldn't find any
> documents detailing release plans. Are there any?

There aren't. But we plan a basic item/inventory system, basic combat
and part of the game rules. Basic means working, but not as good and
complete as it might get. As I said in the other mail; we could work
together on that stuff. At least as far as characters, items and rules
are concerned. 

> I agree that the characters/items system should be fairly flexible.
> Perhaps we should try to brainstorm all the sane possible ways a game
> might like to do an items system, and then make it so the Adonthell
> engine supports all of them?

Had you seen my item architecture mail? Why not use that as a starting
point for discussion?

It's amongst the mails at

but doesn't appear in the threaded listing. Very odd.

Anyway, best is to start discussion about that stuff. Pick whatever you
like, David!


reply via email to

[Prev in Thread] Current Thread [Next in Thread]