GLSMAC - Open-source OpenGL/SDL2 remaster of SMAC

He hasn't been here in a little while but back on the 3rd of March while answering a fan question on the GLSMAC Discord about whether someone will be able to mod GLSMAC to have completely different graphics and gameplay @nj666 gave an update on how things were going..
It will be possible with mod yes. Once modding is finished you'll be able to change any art, sound, textures, ui and most of game logic.
There will be convenient built-in mod manager aswell so installing or updating mods can be a simple as clicking one button and then select it when starting new game (so for example you can have multiple game saves with different mods, or you can join multiplayer game that has mod you didn't have yet and it will just work).
That's one of reason development is a bit 'slow' at the moment, I need to polish scripting engine and UI before moving forward, also decided to rewrite garbage collector for reliability, also rewrote UI (old one was laggy and hardcoded instead of being scriptable).
Btw original content isn't "baked in" in any way, GLSMAC can just load it if scripts tell it to (see https://github.com/afwbkbc/glsmac/tree/main/GLSMAC_data/default ). And mods can just have different scripts that will load different stuff (such as custom content shipped with mod)
Check this too https://github.com/afwbkbc/glsmac-demo-mod (it's simple but demonstrates structure of mod and how it adds/removes stuff from game)
 
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I was currently busy with refactoring and internal things like:
1) implementing a brand new GC instead of old refcounting logic that didn't work well, integrating this GC with scripting engine - done (no crashes and no memory leaks in runtime, tested thoroughly)
2) moving UI from C++ to scripts (to enable fully moddable UI), mostly done
3) changing world events from hardcoded to scripts-based, so that mods could fully define game logic and make it simpler to add new ones
After that I'll port in-game UI to scripts and will continue adding remaining things.
I'm really focused on scripts and modding because it's better to design the whole thing right from beginning (should have been done even earlier tbh) than to rewrite big part of it later.
As for estimates, well, stuff always looks easier than it is:crazyeye: but progress is there, wild guess - probably by EOY. However that won't be just 'single player', it will be more like 'singleplayer, multiplayer and modding' because these three come closely together (that's why it's taking slightly longer than if I just focused on single player while dropping everything else).
As always, git log and discord are the primary sources of what is going on
 
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