On Fri, Mar 11, 2011 at 12:23:49AM +0100, Fabian Mueller wrote:

> To avoid further discussion about the map format I have figured out
> a way without changing anything of it.
> The new features will not affect backwards compatibility in any way.

Good to hear that.

> Changes to the editor's map loading system are minimal inversive.
> If a new map format is still wanted (and we can reach an agreement)
> that work can be done easily after implementing the rest since
> the code is well encapsulated for that.
> 
> The editor will not write in scenario files to avoid conflicts with
> a human editor.

Nice, since it's not going to be a scenario editor the file needs to be
human editable. And in my experience tools that write files and need to
be hand edited afterwards are often no fun at all, most of the time
ending in being completely hand written.

> I still plan to implement the following features:
>     * Map [label] placement
>     * Setting the ownership of villages to a side
>     * Unit placement
>     * support for [area], a tag naming map locations that can be
> used as arguments to SLFs
>     * placement of [item]
>     * maybe support for [sound_source]
> 
> I am open for more features if they don't cry for a full campaign
> editor.  The goal is too reduce new features to ones that do benefit
> from visual on the fly placement, so don't suggest support for event
> coding or something similarly advanced.

That has always been my fear regarding changing the editor, that at some
point it gets hard to edit maps and not able to do full campaigns,
turning it into a jack of all trades, master of none. However the
features you propose seem to be reasonable.

> I have figured out a gui layout that is still wasting less space than
> the game itself, so there won't be problems on devices with small
> resolutions.

Well I think the gui of the editor can really use a facelift, but I've
no real suggestions how to make it look better. But I think doing the
facelift and adding the features at the same time will make it possible
to make sure it's usable as both a map editor and as a visual scenario
placement tool.


-- 
Regards,
Mark de Wever aka Mordante/SkeletonCrew

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