06-29-2014, 10:17 PM
You had my curiosity at the word "Engine".
What's it coded in, based on, what libraries do you use?
How's the performance, how portable is the code, and what platforms does it run on currently?
And finally, would you want to work together on FETO's development?
I've been working in parallel on my own FE engine, but I'm still working on implementing the scripting necessary.
I'd like to keep the game logic bound to high-level scripting to allow for easy customization, while using more low-level code for the more integrated parts.
I aim to implement a singleplayer and multiplayer (co-op and competitive) campaign, so the scripting is quite an important bit. I don't want to refactor the entire engine just to add a game mode.
As for the saving/loading, it really depends on how you keep information together in memory.
I would use arrays or objects containing game data in memory, and serialize them into JSON or XML when saving to persist the information in a format that can easily be de-serialized into their original object/array formats.
What's it coded in, based on, what libraries do you use?
How's the performance, how portable is the code, and what platforms does it run on currently?
And finally, would you want to work together on FETO's development?
I've been working in parallel on my own FE engine, but I'm still working on implementing the scripting necessary.
I'd like to keep the game logic bound to high-level scripting to allow for easy customization, while using more low-level code for the more integrated parts.
I aim to implement a singleplayer and multiplayer (co-op and competitive) campaign, so the scripting is quite an important bit. I don't want to refactor the entire engine just to add a game mode.
As for the saving/loading, it really depends on how you keep information together in memory.
I would use arrays or objects containing game data in memory, and serialize them into JSON or XML when saving to persist the information in a format that can easily be de-serialized into their original object/array formats.