No, I haven't done any further work (that I can recall) beyond
what you have - certainly nothing stable. Hopefully you are
finding the code somewhat readable and useful, but I am happy to
try to clarify anything opaque or bone-headed. (Assuming I can
figure out what I meant!) I am glad someone is taking a look
and maybe moving things forward - go for it! I had to put the
project on the back burner for a long while; but I do think
about it from time to time - mostly about which missing major
features I would want to work on "next"/"someday". :)
Cheers,
Quadko
> Ben McEldowney <some_joe_named_jim@...> wrote:
>
> 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]
> >
> >
> >
>
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