warpstorm
Yumbo? Yumbo!
I don't see the market being there for the "vertical" version.
Interesting, but I think that if the python IDE and the various XML editors are found to be insufficient, the mod community will simply generate their own (eg. as was done to generate unit animations for Civ3).qazxc said:I wonder: will Firaxis sufficiently guarantee the API to allow for a vertical market?
Think about it Civ4 - Developers edition selling for, oh lets say, $100.00; comes complete with a Python, XML and CIV IDE and, dare we hope, documentation!
It'll never happen...
q
Such is the beauty of Open Source software - We don't pay for it, Firaxis doesn't pay for it, we all get to use it for free, and everyone's happy.ainwood said:Interesting, but I think that if the python IDE and the various XML editors are found to be insufficient, the mod community will simply generate their own (eg. as was done to generate unit animations for Civ3).
As such, I don't think a 'developers' edition would sell very well.
PC.IGN interview said:Players can edit basic stats and attributes in XML files. On a higher level, much of the game will be exposed to Python so modders will be able to edit events and have more control over how the game works. On an even higher level, Firaxis plan to provide an AI SDK to allow experienced programmers to dig very deep into customization.
warpstorm said:I don't see the market being there for the "vertical" version.
ainwood said:This SDK does sound interesting. What's the difference between that and exposing things to python? Does this mean that the SDK is more powerful than simply using python - is it access to the source code? A different set of library functions?
I'm unsure of how python could deal with 'AI' (using the term loosely). Mind you, in a universe with such limited dimensions (i.e. a two-dimensional grid, with a finite number of objects), a fairly good 'computerised logic' could be implemented without the huge processing power required to make a good AI.ainwood said:This SDK does sound interesting. What's the difference between that and exposing things to python? Does this mean that the SDK is more powerful than simply using python - is it access to the source code? A different set of library functions?
Unreal is one of the most customisable series of games ever. It is a very simple, very popular game, with numerous "complete conversion" projects that convert it into completely different games.microbe said:Too much customization is deemed as a Bad Thing (TM). It's hard because of balance issues.
I hope Firaxis wouldn't use it as an excuse of releasing a poor game. "oops, we hadn't thought of that, but you can mod it anyway."
We cannot know the exact scope until they publish a library of custom objects & attributes, but I see absolutely no reason why AI cannot be written in Python.Gingerbread Man said:I'm unsure of how python could deal with 'AI' (using the term loosely). Mind you, in a universe with such limited dimensions (i.e. a two-dimensional grid, with a finite number of objects), a fairly good 'computerised logic' could be implemented without the huge processing power required to make a good AI.
I guess it all comes down to whether the AI will need to be complex enough to use a lower level language. There will probably be room for flexibility here, as by the sound of things the modding system seems very robust.
stormbind said:...but I see absolutely no reason why AI cannot be written in Python.
I know diddly squat about Python, but there is a common misconception that interpreted means slowwarpstorm said:I can think of one. It is slow. Python runs around 10 times slower than compiled C++ code. It can be done however. To lessen that impact, you could compile your critical routines in C/C++ and glue them together with Python.