It means I could share the source code with serious programmers who want to help and are ready to work in a coordinated way.
It means I could share the source code with serious programmers who want to help and are ready to work in a coordinated way.
I'll see when I finish it, which is far from easy given the limited time I can spend on this. Because implied in your question is the fact I have absolutly no funding for it, and it comes after everything else.I have another question: will this game be free or will we have to pay to get this? Also, will you copyright this game or will you release this under the GNU Public License or some other Copyleft license?
I'm not really doing it that way. Instead, I have a very generic approachn where very object has a list of "attributes" than can be easily expanded.I would also assume that your design would be sufficiently modular that, say, the set of objects comprising ground combat could be worked with on its own, with adherence to a standardized application interface.
I'm not really doing it that way. Instead, I have a very generic approachn where very object has a list of "attributes" than can be easily expanded.
So let say you don't have morale in your game, and want to add it. You would need to go in the file defining the list of allowed attributes, say you have a new one called "morale", and then modify the functions to add the effect, which are likely to be scripted in a way at the end.
No, you need a new "Morale" attributes that you can add to the Unit object. The advatange is that all the editor interfaces, save game etc. don't need to change.So would you not hypothetically need an object called "Morale" to fit into the inheritance chain of objects? And isn't adding a scripting interface to an object model essentially equivalent to designing an API?
Oz
I'll see when I finish it, which is far from easy given the limited time I can spend on this. Because implied in your question is the fact I have absolutly no funding for it, and it comes after everything else.
I don't know what your position about this is, but suppose I make it cheap at 30 , if I want to work on it full time (alone, not counting any expenses for graphics or whatever), I need to sell at least 200 copies every months.
what I'd like to do is some "minigames", like just tactical battles to start, very cheap, something like 5$, just to get some cash and help with the development of the whole game.
was thinking about a donation system, but experience shows everybody is like Farsight and are ready to contribute between zero and nothing.
Oups, I'm sorry about that, there is a "almost" missing in the sentence. A few people contributes, and generously. 7 people to be precise, in 8 months. That's why I don't consider it a reliable way to finance such a project at the moment.AHEM![]()
Not really, because this is not a point where I fill confident. I'd be very happy to partner with someone who would feel like handling this.Steph, you're obviously very good at what you do, and there are (1) plenty of crapola games out there and (2) the "civ" species is certainly well established. I don't know how easy this is in Europe, but have you thought about the business plan / VC approach?