Hello,
It's a little more than 2 years since this exchange took place. I remember
reading it at that time and wishing that I could help in some small way. Well,
since then I have been working at my goal of becoming an actual software
developer and now I feel like I have a pretty decent handle on .NET development
in general, mostlyt with C#. I downloaded the source code that Quadkorex has
posted on the group and I am wondering if he is still actively developing it?
Is anyone here still talking remake?
________________________________
From: quadkorex <joel@...>
To: darklands@yahoogroups.com
Sent: Monday, May 21, 2007 3:01:09 PM
Subject: [darklands] Marcelo's Remake was: That Darn Code
> "Marcelo Paschoalin" <m.paschoalin@ ...>
> wrote:
>
> If I can write as much or as little I
> need to, I believe your .xml
> solution will be great.
Cool! And you can get bug fixes now, too... :)
> If we go to the route of following my
> fantasy setting we will find 50
> cities or so. As each city is unique -
> you need it, as every tabletop
> RPG has no two cities similar in its
> pages - we may have to create 50
> or so citymsg.xml files... or use a huge
> one. I think the players may
> have a great experience, but we must
> follow a modular approach...
No problem either way. Currently we are setup to have "City
Information" like "name of city", "has docks", "has a
cathedral", and one "CityStructure. xml" file that contains
all the structure. The "City Information" can hide/turn off
choices in the structure. We can continue to do that (have
many cities use a single xml structure file). Currently
there are separate citystructure. xml, villagestructure. xml,
and event.xml files; we can certainly just have one file for
each city/location. In other words, we can already do both,
and you can plan according to your convience.
> Let me explain. What about creating a
> small part of the continent
> first? A small country, perhaps? We
> block the frontiers with
> impassable pixels (or pixies, whatever
> @_@) and focus on creating that
> unique place.
That is a great plan, though that is getting into maps and
out of cities, I think. Can we ignore the map for now (from
a software perspective! ) and just work on the writing and
the cities? Of course, having an overall plan and goal is
fine and we will get there with enough work. :) In the mean
time we can create a "fake" overall UI to get to each of the
cities/locations/ etc.
> I like the idea
> and I may begin my write right now if
> there are enough people
> interested, but I can only answer for
> me.
> Third question: Yes, I know I'm able to
> use any setting that pleases
> me using .xml, but will this feeling be
> shared by the other project
> members?
On all of these questions, remake projects usually die due
to overhead of trying to get a bunch of people moving. They
seem to work when they are small and one person continues
on. My advice would be to do exactly what you want - no
compromises! - and try to enlist people into your vision.
They will suggest changes (more than you want!) as things go
on, no worries. Until then, work on your vision with
enthusiasm. People may drop in and out of your project as
time goes on, but as long as you keep your enthusiasm and
keep advertising your work, you will be reaching your goal.
:) If you need a critical mass of people before starting,
from my experience you probably won't get it, and you almost
certainly won't keep it. (It's very sad, but that's the way
it seems to work!) If you are going to reach your goal, you
will get help along the way, it will go faster and slower at
times, but you can always keep plugging away.
So I'd say, just go for it! If you have a plan in mind,
let's figure out how to get you working on it as quickly as
possible, so you can in fact build some momentum and maybe
get people excited and helping out.
>
> Marcelo
>
Cheers,
Q
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