Well, specifically I guess I was wondering if any additional work had been done
to the code base. I'm in the process of stepping through it in my spare time
and I wanted to make sure I had the latest publicly available version.
________________________________
From: Marcelo Paschoalin <m.paschoalin@...>
To: darklands@yahoogroups.com
Sent: Monday, June 8, 2009 8:46:44 PM
Subject: Re: [darklands] Marcelo's Remake was: That Darn Code
Well, the title of this message has my name, so I think I'm on it. What do
you have in mind?
Marcelo Paschoalin
2009/6/9 Ben McEldowney <some_joe_named_ jim@yahoo. com>
>
>
> 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@joelmcintyre. com <joel%40joelmcintyr e.com>>
> To: darklands@yahoogrou ps.com <darklands%40yahoog roups.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
>
> [Non-text portions of this message have been removed]
>
>
>
[Non-text portions of this message have been removed]
[Non-text portions of this message have been removed]