>
> > * The ability to get the current players ID
>
> I see this as a problem for multiplayer games. The script has to run
> the same on each computer, but the current player id is different on
> each computer. I think you can safely assume that player id 0 is the
> human player in a solo game.


As I stated in my first email (at least, I think I did .. 0_o), certain
commands could be disabled during multiplayer mode. All of the ones I
suggested were for campaigns. Not multiplayer or single player maps.

But as you showed, if the player is always id 0, probably not needed.


> * The ability to store building and unit locations to be able to reload
> them
> > in the next map of the campaign.
>
>
> I like this feature. But how is it supposed to work? If the next map
> is different, there might be no meaning to transpose the buildings
> from one map to the other. I guess that the next map has to be
> identical to the current one. If so, the only thing that changes is
> the script. Then why not write a longer script that has both maps
> scenarii?


The idea was to have a different storyline, different campaign, but same
progress (rather than starting fresh each time, having all the buildings
shifted (like the tutorial), or having a long 20 minute campaign instead of
4 x 5 minute ones.

Nct had mentioned (I think I got this right...) the ability to save the map
at the end of the game and reload using a different campaign script, rather
than transfering units to a blank map. If this were possible, it would be a
good alternative.



> > * The ability to load the next campaign map from within the game, rather
> > than taking the play back to the campaign screen, using a prompt, and
> > loadMap function
>
> I'm not sure this is desirable. The campaign screen acts as a pause
> point between maps, it IS the prompt screen. You are supposed to be
> able to go back there as you wish and continue the campaign.


Ok. Scrap that idea then.



> > This email has been in my drafts box for 2-3 days, and I can't think of
> > anything else at this point, so I'll send it.
> >
> > So, are any of these possible either in the current SGSL or in the future
> > libUSL? Ignore the syntax or execution, just focus on the ideas. And
> don't
> > be too quick to say no. Without a few of them, you wont get very
> interactive
> > campaigns like most other games have :(
>
>
> I guess they can be done, but the semantics have to be specified a bit
> more.



If you have any other questions regarding the functionality, let me know.

It would be nice to see libUSL finished with these for 1.0, but that might
be a long while yet (especially since you're writing the lang from scratch)
:(

Regards
Kieran
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