How powerful should the events editor be? WML basically is a turing complete language, so must decide what should be supported and how to present to the user.Ability to enter custom WML code? For advanced users this might be nice, if it can integrate well.Would be worth investigating if the existing C++ map-drawing code of Wesnoth can be re-used. The scenario editor has to allow placing events and units and other things, so it will need a way to display maps as well. Built-in map editor? Wesnoth comes with a map editor, but it can only be used to define the terrain.Ability to read existing WML? The editor will export to WML, but need to decide if it also should be able to read it.The final design likely would be somewhere in between. Or on the other hand make a scenario creation tool which completely hides WML and then simply can export to WML, translating features as necessary. WML-centric or not? Two opposite views for such an editor would be to either strictly follow WML, as extreme case have one dialog for each WML element.Theoretically, the scenario editor could support everything, but for the timeframe of the SoC project, it will be necessary to decide on the most important features and implement those. ReferenceWML lists everything currently supported by WML. The editor should make it easy to create scenarios, so the GUI must not be confusing/hard to use. ![]() Wesnoth is written in C++, so it's what most developers would prefer, but as long as it can be expected to work on Linux, OSX and Windows, this is completely open.
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