![Razz :P](./images/smilies/icon_razz.gif)
![Image](http://res.mostlynothing.info/toplogy.png)
All of the work can be found at Topology Drawings and IRC logs
george moromisato wrote:This is a really great idea and I hope you all make progress on it--I whole-heartedly support it.
I have a few random thoughts:
1. One thing I'd like to do (maybe for 1.03) is to support modules in extensions--this would at least make the creation of such a project tactically more manageable.
2. I need to work to separate the storyline from the canonical parts. For example, the definitions for ship classes, items, basic dock screens, etc. are just canonical parts that can be used in any adventure (or overridden). But right now, something like the Huari storyline will get triggered no matter what adventure you choose.
3. As alterecco said in a post, this is a very ambitious project. Your best bet is to start small and simple and expand from there. You will be tempted to add every possible cool idea (and there are many). If you give in to that temptation, you will never finish.
4. Be conservative: Whenever possible, try to use standard techniques to implement this (i.e., techniques that are already being used in the game today). Otherwise you will either stall while you wait for enhancements or break when things change.
5. That said, if there are key things that I can change in the engine to give you leverage, please add it as a bug/enhancement in Trac and mark it as such. Even if it doesn't make it to 1.03 it probably will make 1.04. Let me know how I can help.
6. Consider a divide-and-conquer approach. One thing that worked well when you all created the Captain's Primer was to assign a different section to one person. That way, one person was responsible for getting a meaningful chunk done. Of course, you will need to coordinate the pieces so that they fit together again.
7. Make sure you have a well-defined dispute resolution mechanism. You will all have different opinions about how to do things. How will you resolve those differences? Will it be by majority vote? Will it be by whoever is responsible? Whichever way, it often helps to spell it out in advance.
8. I recommend that you write down a simple outline of what the first version might look like. For example, how many missions will you create? How many levels can you advance as a Charon pirate? What can you do at each level? How will dynamic trading work? Feel free (obviously) to use the wiki to capture this.
9. Have fun! This sounds like a great project!
Looks great! It sounds like you don't need any new functions for the topology. But correct me if I'm wrong.Prophet wrote:A number of us made some progress on the topology last night...
Code: Select all
(sysCreateNode systemUNID nodeID nodeName nodeLevel nodeAttributes) -> nodeID/False
Code: Select all
<CharonStations>
<LevelTable>
<Station levelFrequency="ccuv- -----" count="1" type="&stCharonPirateOutpost;">
<Satellites distance="45-70">
<LevelTable>
<Station levelFrequency="c---- -----" count="1d2" type="&stCharonPirateOutpost;"/>
</LevelTable>
<Satellites>
<Station>
<Station levelFrequency="vuccu v----" count="1" type="&stCharonPrimaryStronghold1;">
<Satellites distance="45-70">
<LevelTable>
<Station levelFrequency="uuucc -----" count="4" type="&stCharonPirateOutpost;"/>
<Station levelFrequency="ccccc -----" count="3" type="&stCharonPirateOutpost;"/>
<Station levelFrequency="cccuu -----" count="2" type="&stCharonPirateOutpost;"/>
<Station levelFrequency="vvucc -----" count="2" type="&stCharonPirateOutpost;"/>
<Station levelFrequency="vvucc -----" count="1" type="&stCharonPrimaryStronghold2;"/>
</LevelTable>
<Satellites>
<Station>
</LevelTable>
</CharonStations>
I understand that it could be useful--but I'm not sure how you would actually use it in practice in this project. Every change that I make takes time. And I'd rather concentrate on required changes rather than nice-to-have features.alterecco wrote:Even though it will be possible to do a large mod without, and add in some topo randomization there is at least one function that allows us to add new nodes to the topo...