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darthfluff

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  1. Thomas, I kind of suggested a similar idea in one of the other threads. I haven't played EAW an awful lot, so I dont know how moddable it is though. My suggestion related to splitting up the task of building a new game into the action and strategy parts. Allowing several people to work on it in parallel. The problem you will have with using a commercial game like EAW, is that that even if you could get EAW to run a battle, I doubt you would be able to get sufficient data from it to feedback all the information you'd want to the strategic portion of the game. I'm currently working on a strategic game which will hopefully offer more of a challenge than rebellion. Once it is finished I was hoping to bolt on someone else's 3D engine rather than learn from scratch how to code one myself. The intention is that the strategy game will pass full details of the battle to the 3D component. This data will need to include details of loadouts of individual weaponry on ships, any existing damage, crew & commander experience/skill etc. The 3D section will then run the battle and pass a similar amount of data back. If we have a 3D module written in C# or .NET, then I can release a library of classes to handle most of the donkey work of loading/saving the data. I estimate I'm about 30% through so far, after about 3 weeks of work in my spare-time, so you are quite correct in that it doesn't need to be a major headache to code, if you use the right tools & techniques. I may have made an error of judgement, but I'm hoping I can get away with C# and GDI for it. Its looking at the moment like there will be no performance issues....but that could change as I scale things up and add features. If/when I finish it, I will make it available for download. I will most likely release all the source code as well, so that people can change/extend it as they please. One major problem I could run into is having enough copyright free images. I can't draw at all, and I'm surprised that there isn't a section here where people have posted lots of nice artwork that can be re-used(with some kind of acknowledgement of course). I could be wrong as I'm only a fairly new member here myself, but I've not spotted any such repository.
  2. One thing you can do to enable many people to work on 1 project using different languages and in disperate locations is to design your game in modules that communicate with each other via standard mechanisms. For example, most peoples idea of a sequel will probably be more of the same, but better and more moddable. Hence we have a strategy element which if done cleverly, can consist largely of static images(like the original) and a 3D section which you need to use something like directX for; a directx wrapper such as http://darkgdk.thegamecreators.com could be worth a look....for £35. It might be possible to implement these two game sections as entirely seperate programs that communicate with each other via XML. The basic premise would be that the strategy process could generate a load of XML describing all the details of the battle, spawn off a child process which would "run" the battle in 3D or whatever and then once the battle was finished, the child process would form some XML to return to the parent process which contained details of the result of the battle. This way, with the XML format agreed, 2 people could work on the same project, or if some of you already have a working 3D engine, it could be incorporated into someone elses' purely strategy game which has no current 3D component with a minimum of effort. Writing a 3D game like X-Wing takes different skills than writing a purely strategy game. Given that most of us are generally good in one or the other and are doing this in our spare time, an approach like this will give you a finished game which utilizes the skills of those involved to the full.

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