Announcing Lone Explorer Edition
So, as I hinted earlier, I'm forking a single-player version of the main Infiniverse code. This version is called the Lone Explorer Edition (LEE) and has the following features:
The reason for this version is that I can more easily release its source code as there will be no networking stuff and thus the source is harder to use for cheating in multiplayer game. Also, I'm able to release a version of LEE sooner, as a kind of preview to the "real thing" (which is currently a bit broken). Final reason is that there are some people who don't care about multiplayer and just want to check out the universe.
As for the schedule, I've already branched LEE in the repo (and cleaned the networking) and it compiles and is mostly ready to release. I have also written some documentation for the source code and added most dependencies to the tree (as there are only few of them, I'm going to include them all so that it is as easy as possible to compile from source).
What remains to be done is some repository re-arraingement and changing the thing to use the included dependencies. I also noticed some bad performance, so I might take a quick look at that before releasing.
All in all, expect a single player peek at Infiniverse (in binary form) in a week or two and a source release (of that limited version) soon after.
- Single player
- No network connection required
- More limited
- Pretty much only exploring and sight-seeing is allowed
The reason for this version is that I can more easily release its source code as there will be no networking stuff and thus the source is harder to use for cheating in multiplayer game. Also, I'm able to release a version of LEE sooner, as a kind of preview to the "real thing" (which is currently a bit broken). Final reason is that there are some people who don't care about multiplayer and just want to check out the universe.
As for the schedule, I've already branched LEE in the repo (and cleaned the networking) and it compiles and is mostly ready to release. I have also written some documentation for the source code and added most dependencies to the tree (as there are only few of them, I'm going to include them all so that it is as easy as possible to compile from source).
What remains to be done is some repository re-arraingement and changing the thing to use the included dependencies. I also noticed some bad performance, so I might take a quick look at that before releasing.
All in all, expect a single player peek at Infiniverse (in binary form) in a week or two and a source release (of that limited version) soon after.
13 Comments
Posted to Development on 28 Dec 2009 by aave
Xeno @ 31 Dec 2009 08:37 pm
I'm really looking forward to this, it looks like it could be a great game/sandbox :smile
after a quick browse around it might be an idea to keep as much of the 'rendering' in ascii in separate modules in the code so that at some point in the future it would be possible to replace it with (Optional! I like ascii) more advanced and 'pretty' icons to appeal to those that wouldn't ever look at a 'text' graphics based game*
*this could even bee something with user input, so you wouldn't have to design all of the possible variations (explicit or done procedurally from a base design)
after a quick browse around it might be an idea to keep as much of the 'rendering' in ascii in separate modules in the code so that at some point in the future it would be possible to replace it with (Optional! I like ascii) more advanced and 'pretty' icons to appeal to those that wouldn't ever look at a 'text' graphics based game*
*this could even bee something with user input, so you wouldn't have to design all of the possible variations (explicit or done procedurally from a base design)
aave @ 04 Jan 2010 12:38 pm
The tile engine actually started as a separate project and although I currently maintain it inside Infiniverse, it's still quite modular. Actually, after a quick peek at the source, it would be almost trivial to hack together the inclusion of bitmap graphics.
To make the thing look adequete, I would also need to procedurally color bitmaps, create dozens of different looking tiny tiles (some of them would just end up looking like some of the ascii characters) and probably re-do some of the fading effects.
I could also just create a custom font, which would allow for custom graphics with very little changes in code. Downside is that the tiles would need to be one-color (pure bitmaps would allow more).
To make the thing look adequete, I would also need to procedurally color bitmaps, create dozens of different looking tiny tiles (some of them would just end up looking like some of the ascii characters) and probably re-do some of the fading effects.
I could also just create a custom font, which would allow for custom graphics with very little changes in code. Downside is that the tiles would need to be one-color (pure bitmaps would allow more).
Gundosoga @ 12 Jan 2010 09:31 am
name @ 13 Jun 2010 03:21 am
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