DirtyDreamDesigner said:
This seems to be coming along at a fantastic rate! What about the non-graphical part of the engine? Dialogues, quests, combat mechanics, etc.? What stage of development are they on?
We've focused on the graphical part because we decided to create a Fallout map viewer as prototype of the later engine as we needed a starting point and the mapviewer seemed to be a good one.
No dialogues, quests or combat yet; these things aren't that high on our priority list as we've just started FIFE 3 weeks ago. But I'm happy to provide you a little list of things we try to integrate in the next time:
- critter loading for maps
- animation displaying for critters and animated objects
- A quake-like ingame console so you can trigger scripts and adjust settings inside the game and you don't have to leave it and restart
- An alternative sound library as sdl_sound creates a lot of problems under linux and windows
- A simple qt-based map editor; this will be the starting point for a whole editor suite with dialog editor, script editor, etc.
- .dat support by writing an own cross platforms .dat reader; this is important as Mac users can compile FIFE but can't test it as there is no .dat reader for Mac (emulation of windows .dat tools crashes)
- Setting up an alter ego that can walk on the map using the object coordinates
- A basic scripting framework so we can test different scripting languages and see which one works best for us
- An own gfx format to convert the .frm files; this format will be support some cool features, but ATM its kind of a secret so you'll need to wait till we integrate it
- An own map format for FIFE that allow to create maps with new features like multiple elevations without switching
After these things are realized we'll think about combat, dialogues and quests. Still a long way to go but our devs are more than hard working and I'm amazed how fast we progress ATM
