Thanks for the reply, and thanks for doing all that work! The code that I've
looked at so far makes a decent ammount of sense. I think I'll make it a pet
project to port into XNA and develop from there. It'll be slow because my free
time is less free these days, but I'll try to report in every now and then and
let you know where I'm at. Thanks again for your contribution!
________________________________
From: quadkorex <joel@...>
To: darklands@yahoogroups.com
Sent: Wednesday, June 10, 2009 7:00:02 AM
Subject: [darklands] Re: Marcelo's Remake was: That Darn Code
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@yahoogrou ps.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]
>
>
>
>
>
>
>
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