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- > Bertrand is designig Charater Specification which seems to be more that
- > just that even at the moment. I think it will be smart to desing
- > specification for BMW files (BadMoodWorld=analogs to WAD) in parallel
- > with the BM engine, to be sure that is finished (or nearly) when engine
- > will be ready.
-
- Yes, right. Here are my suggestions about that:
- - It should be as compatible as possible with WADs. At least, it should be
- easy to convert WADs to BMWs. The specs of BMWs should contain all object
- types that WADs contain. But this is obvious.
- - It should be compatible with the charspecs. This is also obvious. Of
- course, if some imperative requirement about the BMW should oblige me to
- modify the charspecs, I'm ready to do so.
- - They should be evolutive, that is, we should be able to put new
- potentialities in while keeping it compatible with former versions.
- - It should be able to implement new possibilities with modules included
- in BMWs. That is, some vectors, variables and entry points of the engine
- should be available and modifyable by bits of code inside the BMW file.
- This way, one could imagine that a BMW could contain new features like a
- different AI, flying devices, etc. or even (if possible), modifications of
- some drawing routines, within some limits. This way, one could perhaps
- include in a BMW new kinds of enemies that are drawn in 3D by redirecting
- the sprite drawing routine. Why not?
-
- I'm seriously thinking of doing a PC version of Bad Mood. This could look
- like a very stupid idea because Doom exists for PC. But it is not for the
- following reasons:
- - Bad Mood will be superior to any Doom-like game. Not technically, but
- potentially: even though the engine will be inferior to those of Quake or
- Duke 3D (or even Dark forces, which enables for some textured 3D objects),
- it is potentially richer from a gameplay point of vue: it will allow for
- very different kinds of games (kill'em all, role playing, etc.).
- - It enables us NOT TO CARE about compatibility of communication protocols
- and artificial intelligence: if we want to play doom in network between a
- PC and a falcon, we would just have to launch BM on both machines, and
- they will be compatible.
- - I have a falcon and a PC.
-
- This, of course, would require a few adjustments. For example, bits of
- code inside characters and BMWs are a big problem. The solution I've
- imagined is the following:
- When a bit of code is necessary, it can be implemented in different ways.
- First, a script version should always be available. In some cases, this
- script could be a limited version just here for intermachine
- compatibility.
- Second, already compiled versions for different machines could, or could
- not be included.
- If the compiled version for your machine is not available, it is
- automatically generated (and stored, on demand) from the script. If it
- already exists, it is used.
- This enables for automatic compatibility: we can make an amiga or mac or
- ZX81 (not) version and use all BMWs and chars without modification.
- It also enables to develop versions of bits of code optimized for a given
- machine.
-
- I'll update the charspecs in this direction as soon as I have some time.
-
- What do the programmers think of this?
-
-
- Feedback welcome.
-
- PS. Did I tell you you're a genius, Doug? Well, you are. Flattery? No.
- Realism.
- PPS. I saw Running yesterday. A few glitches, but quite nice and fast
- anyway. Too bad all the graphs are ripped from doom and Duke 3D.
-
-