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To: Andrew Sutton <ansutton@xxxxxxx>
Cc: Reinier Post <rp@xxxxxxxxxx>, freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Development Strategies [Was Documentation, Usability and Development]
From: Tony Stuckey <stuckey@xxxxxxxxxxxxxxxxx>
Date: Mon, 10 Dec 2001 14:52:51 -0600

On Sun, Dec 09, 2001 at 09:59:55AM -0500, Andrew Sutton wrote:
> the point wasn't necessarily to develop mutable civ rulesets for civ games - 
> although that should certainly be possible (e.g. period games: civil war, 
> roman empire, etc.)

        Precedent for which are the scenarios for Commercial Civs.
Midgard, WW2, etc.

> - but to allow developers to customize the game 
> completely, inventing new games (like SMAC or MoM).

        A goal I'm not sure is a good one.  SMAC will be hard enough,
given that units change heavily, governments change heavily, the addition
of height data and special positions to the map change significant
underpinnings, etc.  MoM (and MoO, and MoO2) are just plain different games.
        MoM has 2 separate but overlaid maps; bizarre interconnected unit,
building, and faction rules; a completely different combat system with a
tactical sub-map; a research tree where major parts are locked out and gift
techs and research bonuses are chosen at game start, etc.  *SO* much in
both the server and client would have to change to even present this sanely.
        Don't get me wrong -- I'd like to see MoM and XCom: Ufo Defense
remade with modern technology and better code.  But I don't think that the
Freeciv project is the place to even think about that.
-- 
Anthony J. Stuckey                              stuckey@xxxxxxxxxxxxxxxxx
"And they said work hard, and die suddenly, because it's fun."
        -Robyn Hitchcock.


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