I don't deal with code (I'm a lousy programmer after all), but with
writing. So I believe you have the most up-to-date source so far.
Marcelo
2009/6/10, Ben McEldowney <some_joe_named_jim@...>:
> 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
>>
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