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Mark_Everson
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Canton, MI
Jan 1970 time: 00:17
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Hi All, and Happy New Year!
BTW save Everything big you post in the near future... I would have lost two long posts in the latest server mess if I hadn't had them backed up.
Here is a coding plan for the not-too-distant future that I have worked up with some input from Gary. It is intended to roughly cover progress through April 2002. It is in priority order. I am going to try to go to some level of detail in this, although the details will be greatest for the items nearest in time. Currently my guess is that the breakpoint for demo 7 comes, appropriately enough, after item 7. However, due to the vagaries of fate and team availability, items before seven might be left out, and items after seven might well be included. Some code architecture items will not be clear, just ignore a milestone if it’s meaning is mystifying.
There are still many open issues from the Planning for D6 thread. Everyone who is interested is encouraged to glance over it again and see if the features mentioned there that didn’t make it on to my list belong. After some discussion I will revise this list as appropriate.
Let me know what you think!
1. Refactored territory administration system, with economics implications. (Gary, Mark, already about 80% complete)
2. Implement civs controlling territory organized in provinces with many squares (Gary) (requires 1)
3. Technology model running with limited test techs.
3a. Agree to XML spec and method for handling Applications (Richard, Gary, Laurent)
3b. Tech test code passes simple test case for tech and application activity, and turn handler appropriately distributing research points as called for by tech test XML. (Gary)
3c. Military code uses tech system to determine when elements are available for build, determine effectiveness of elements, and feedback RPs into tech when battles occur. (Laurent)
3d. Economics code uses tech system to alter productivity and economic sectors (farming etc.) and feedback RPs into tech from these activities. Education infrastructure creates RP's player can assign. (Mark)
3e. Alpha tech interface that informs players about levels of technologies, and allows allocation of RPs generated by education to various Activities. (Gary)
4. Old government/social model code integrated mostly as-is. Essentially we have F_Smith's old implementation of the government/social system from "the beast". It already has a simple interface for changing government model parameters. The plan here is to take that old code, adapted to the current architecture, and get it into the next major demo. (Mark, already about 40% complete)
5. Rivers, ports, ships, boarding etc. (Gary, Laurent)
6. A much improved AI, using AI Plan architecture to handle relatively simple attack in defense issues. (Gary, Mark)
7. All game initialization data in XML files (mainly settings, tech, economy, military data and scenarios - we will leave game saving and restoring for D8+). (Gary, Laurent, Mark)
--- Release Demo 7 (Tentative)
8. The start of an on-line help system. The on-line system should have links to the relevant manual portions. (Gary)
9. A more useful merchant system, eliminate merchant teleporting, enable use of merchants as military quartermasters, have areas of the map which are attractive to both civilizations and merchants because of their resources. Perhaps use merchants for tech diffusion. (Mark)
10. Much larger tech tree with more Applications and Activities. (Richard)
11. Limited diplomacy model (Mark or Gary, or hopefully some new coder).
12. Update government/social model to current spec including Riots model (Mark)
12b. Update government GUI to current spec (Gary).
13. A beginning proper map generator (Gary).
14. Social/economy model interactions.
15. save files
--- Release Demo 8 (Tentative)
[edit]Our targets have changed substantially since this went up. In mid-February we redirected ourselves in theReworking our Demo Approach thread. The goals in this thread are still relevant, but making the game more understandable to playtesters who walk in now gets higher priority than just implementing more models. What is listed here as demos 7 and 8 might stretch to Demo 10 or so under the new situation.
Last edited by Mark_Everson on 29-03-2002 at 07:42
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:17
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quote: I feel quite strongly the saves should be incremental. That is, you don't save the game, just the changes since the last save. This will make the size of the saved files enormously smaller. |
Although I tend to agree since it makes save/load faster, I doubt on the file size issue. Do you mean you will have several linked files (in which case the latter files will indeed be small)? If you have a single file, it will usually get bigger after 2 incremental saves than it would have been had it been rewritten entirely.
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:17
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I think Axi's point was that if there are 452 sequential files involved in a save, and you miss on, you're dead. whereas if there is one file its easy not to screw up.
quote: Originally posted by Gary Thomas
There is another possiblity which I like the idea of - that is to load the game at some point, and choose another civilization. So yuou can play the game as Scipio or as Hannibal, to see how well you do. Incremental saves allow this in an easy manner. |
Periodic saves of the whole game also allow this.
I just think that So Much is going to change over even a few turns that you will end up saving virtually the entire game every time anyway. The unchanging parts are: The map outlines, and numbers of sites per map square will change infrequently. Just about everyting else will change over relatively small numbers of turns. Everything in the economy changes gradually, Same for much of the Social model. These are the largest memory-users in the game.
At any rate, we need something to save the Whole game for the first turn. I don't think incremental saves are going to be Needed, even if we go that way, for Many demos into the future. So I suggest we table the topic until we can see what fraction of the data change over a few turns, and we can then gauge the worthiness of incremental saves.
Cya,
Mark
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:17
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I want to echo Axi's question about swapping files. If you somehow delete the save file, will you be able to save it and have the same functionality? (save as).
You will miss the replay, since we won't keep all the history in-memory. Now, you don't have to delete files, but you can swap them, make save as, copy and move them, and eventually screw up the final replay.
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Gary Thomas
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New Zealand
Mar 2001 time: 17:17
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quote: I want to echo Axi's question about swapping files. If you somehow delete the save file, will you be able to save it and have the same functionality? (save as).
You will miss the replay, since we won't keep all the history in-memory. Now, you don't have to delete files, but you can swap them, make save as, copy and move them, and eventually screw up the final replay. | Do I understand that you want to cover the bizarre situation where you delete the save file while you are playing the game and want to use the game to restore the save file? I would take the view that deleting the save file is deleting the save file and you get what one would expect - no saved game. It is legitimate for a game designer to have some of the data needed for the game, but not immediately needed, residing in a file. Deleting that file would destroy that particular game. The save file would come under that category. Delete it ONLY when you are completely finished with the game.
quote: If this file isn't HUGE, then it's OK, you're right. Such a savegame must be less than 1MB large, to be functional. | Remember there is one file per game. Civ 3 save files are around 2Mb PER SAVE, so I guess they are not functional.
Cheers
Last edited by Gary Thomas on 14-01-2002 at 22:56
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:17
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quote: Originally posted by Gary Thomas
The problem with this is that it is hardly a game. If you do nothing but click end turn, eventually the population will reach the level required.
Big deal.
What else do we need to make it, if not a game, at least a learning experience?
Perhaps some sort of resource location and development? |
Hi Gary:
Yeah, we could have something like produce 20 units of gold per turn. But again if the population diffuses, the people will invest in gold production all by themselves, and you get a win by sitting there.
I have to admit that I had envisioned the early Dawn scenario you're talking about as mosly a tutorial that wouldn't get very gamelike until step 2 (As in the Reworking thread) where we introduce barbs and tech.
We could also throw in some barbs ahead of schedule. In effect do part of step 2. This would mean the player would need to build military and some roads.
I thought the plan was to have the intro demo thing to help players over the learning curve everyone whines about because they can't take 15 min. to look over the manual. (And I admit the econ interface especially ain't very self-explanatory.) But the Game in demo 7, after we restructured our approach in the Reworking thread, was still supposed to be something like the old Delenda scenario. At least that was what I thought. If we don't have something like that, we will give the appearance that we are going Backwards in features.
I can brainstorm ideas, but first I'd like to see where you're coming from in regard to my comments above.
BTW there was lots of discussion in Reworking our Demo Approach from people that thought the first scenario was too simple and un-gamelike. They had a variety of suggestions, some of which are more practical at this early stage than others. You should give it a read again, and see if anything appeals.
Last edited by Mark_Everson on 30-03-2002 at 03:44
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