Re: Calling all programmers! New SEIV project needs you!
Well, what I was thinking was going with something similar to the mods that exist for games like Unreal Tournament, Quake(s), etc. Those mods all change the code of the programs but do so using a patch system. You can't do squat with the mod patch without the game itself. The patch simply alters the game code, but doesn't contain any actual executable code. However, because those games support mods, they have options within them that allow someone to play with the default code or to "activate" a mod. SEIV doesn't have this feature. The mod feature that it does support is limited to the configurable data files only (through the use of seperate folders), and not actual game code. If we were to do something like this, we would need to give the mod a function that allows players to quickly and easily turn it on or off, allowing someone to play using the default SEIV code or the Starscape code as they wish.
The FTL map seems interesting, but there are some major problems I can think of in using it.
The first one, and probably the biggest is that it would take far too long to create a new map for each game, unless you can change the way the editor works to automatically generate random maps with empty systems in every square.
The second problem is that I've heard that putting too many systems in a map will cause the game/editor to crash.
If these problems could be worked out, I might consider this idea.
As a side note, I've expressed my plans to the Starscape players community and already two of them (that I know of) have gone out and bought SEIV Gold because of it.
[ June 09, 2002, 22:13: Message edited by: Shadowstar ]
|