After a brief discussion about animations with DryEagle, I have concluded that the current animation scripting format is unintuitive and hard to learn or use, with many quirks to be aware of.
Well, as you said, legacy mods would still be useable by FTL+GMM, so it's kind of redundant to make Overdrive backwards compatible. Besides, you can always start working on Overdrive, and include the compatibility later, when most of the base coding is done... though frankly, I've no idea how hard that would be.
Also, I've one question that's been bothering me for some time; how do you plan to structurize Overdrive? Completely rewrite entire FTL but with a crapload of modifiable fields, or create a hard-coded engine and then recreate everything else in external scritps, using eg. lua or xml?
+1, legacy support is not required as they will work with the stock game. If someone wants to use overdrive functionality they can adapt their mod since they'll be putting in a lot more work with all the extra features anyway.
All ships I have created include custom weapons, graphics etc:
Can I make a suggestion? Animated ship sprites. So you can have moving parts on a ship like thruster effects, flickering lights/glow, or mechanical animations(rotating turbines or rotating radar dish etc....
brothershogo wrote:Can I make a suggestion? Animated ship sprites. So you can have moving parts on a ship like thruster effects, flickering lights/glow, or mechanical animations(rotating turbines or rotating radar dish etc....
There is two possible methods to the engine in overdrive.
1: Intermediate Language Support, basically its a engine that runs the scripts and all the pretty things and rest is up to you.
2: Fully configurable hard-coded engine with support for additional functions created as plugins. which could be configured in this type of way. but a 100% will be done this way just a example.
<!-- example of event not using plugin in script -->
<event id="0">
<type="internal">EVENT_TYPE_NAME</type>
<dialogs>
<dialog id="0">
<text>Do You Want Free Things????</text>
<option id="0" trigger="success" caption="Hell Yes!">
<option id="1" trigger="fail" caption="Hell No!">
<option id="2" trigger="goto(1)" caption="Maybe?">
</dialog>
<dialog id="1">
<text>Are you Sure?</text>
<option id="0" trigger="success" caption="Hell Yes!">
<option id="1" trigger="fail" caption="Hell No!">
</dialog>
</dialogs>
<start-dialog="0">
<success-action type="reward/activate-event/activate-trigger/heal" name="INTERNAL_NAME">
<failed-action type="remove/activate-event/activate-trigger/damage" name="INTERNAL_NAME">
</event>
<!-- Example of plugin event in script -->
<event id="1">
<type="external">PLUGIN_NAME</type>
<!-- EVERYTHING HANDLED IN PLUGIN -->
</event>
Either way the FTL:Overdrive engine will be created to be as customizable as possible and will be created to work upon OSX/Linux/Windows/Android (yes Android will be supported, designed for tablets not phones. )