Timeline for Organising levels / rooms in a MUD-style text based world
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 1, 2014 at 11:02 | vote | accept | Polynomial | ||
| Nov 25, 2011 at 5:21 | history | tweeted | twitter.com/#!/StackGameDev/status/139936661202153473 | ||
| Nov 24, 2011 at 23:59 | answer | added | Trevor Powell | timeline score: 13 | |
| Nov 24, 2011 at 18:44 | comment | added | Mike Cluck | Trying not to echo Tetrad but if you're planning on making a world editor (which I would suggest unless the game is going to be very short) then your file format doesn't make any difference since you'll be working with it in the editor, versus hard coding the rooms. | |
| Nov 24, 2011 at 17:39 | comment | added | Polynomial | Good point. However, I've seen games use styles like this before and they've turned out to be really restrictive. In this case, though, the game flow and logic is quite simple, so it might work well and save me from implementing a scripting engine. I'm primarily interested in whether such a fixed structure (separate rooms, doors, objects, variables in a definition file somewhere) is viable or not. | |
| Nov 24, 2011 at 17:34 | comment | added | Tetrad | Personally I wouldn't treat XML as anything more than a serialization format. If you abstract out the "somehow I'm going to read and write this to disk" question (using something like XML, JSON, protocol buffers, custom binary format, whatever), then the question becomes "what data do I need to store", which is something only you can really answer depending on what your game requirements are. | |
| Nov 24, 2011 at 16:15 | history | asked | Polynomial | CC BY-SA 3.0 |