Brad Wardell's site for talking about the customization of Windows.
Published on July 25, 2009 By Frogboy In Elemental Dev Journals

One of the things that will make Elemental different from anything Stardock has developed before is that we will view the release date of the game as the beginning of its life rather than the climax.

The reason for this is that a big part of our objective with Elemental lies in the engine underneath it.  It is our dream to slowly evolve Elemental to be so modable that a user familiar with Python 3.x will be able to use Elemental to create virtually any kind of land base computer game.

One of the things that some of you probably suspect but we can confirm from bitter experience is that while there are plenty of good 3D engines out there (Unreal, Gamebryo, Source, etc.) there aren’t really any modern engines (that we could find anyway) that are specifically designed for top down where there’s lots and lots of units on screen.

What I am hoping will happen is that over time, more and more of Elemental will cease being C++ and be moved into Python scripts.  The AI and some of the game logic will be first but eventually as much of the code that we can economically justify taking from C++ will be moved to scripts.

In this way, users would be potentially able to create all kinds of new games using the Elemental engine.  For first person shooters, this is nothing new.  Civilization IV is extremely moddable too.  Our goal here is to take an engine that was designed from the ground up as a 3D engine with full strategic zoom and a multi-threaded graphics engine and make it as generic as possible.

To learn more about Python visit http://www.python.org/


Comments (Page 2)
7 Pages1 2 3 4  Last
on Jul 26, 2009

Python is neat. 

Another issue with C++ modding is that for people who don't know it yet, it is a very hostile language. You're going to accidentally create a lot less buffer overruns and memory leaks in almost anything else.

on Jul 26, 2009

As long as we get some nice documentation about the game's functions and similar, it'll be fine. At least for the most basic things so we don't have to start blindly pocking things.

on Jul 26, 2009

Frogboy
I love C++.

I'm learning Python now.

The main advantage of Python is that it doesn't have to be compiled so a user can just make a few changes to the text file and it works right then and there.

Wintersong
As long as we get some nice documentation about the game's functions and similar, it'll be fine. At least for the most basic things so we don't have to start blindly pocking things.

Blindly poking things is the only true scientific method.

on Jul 26, 2009

It sort of looks to me like you're trying to do two things here: allow unlimited tinkering with the existing game (for which changing python files is a great idea), and allow someone to build something from the ground up on top of your engine. For the latter, surely people would need to be able to compile some code? I mean no disrespect to Python, which is a great tool for a lot of jobs, but I'd prefer some dlls with well thought-out public functions and a simple example project.

Also, isn't the Supcom engine designed for top-down when there are loads of units on the screen? Or am I missing the point there?

Have you seen the Unladen Swallow project for speeding up Python? Planning on making any use of it?

I like the direction this is going, and hope there will be people taking advantage of it. When I consider that tower defence was made in a map editor, the sort of flexibility you're offering is tantalizing.

on Jul 26, 2009

3) Have the option to play in a "god mode" (or whatever name sounds best). Basically you could add units, alter terrain, add/destroy nations, and/or do whatever stuff you want to do. This could all be done as you play the game. This could also be used by non-modders to spice up games and so forth, such as adding a very angry dragon in a middle of a battle field. Basically natural disasters because you were bored.

Well, the cheat system in GC2 has some of that functioality...... adding unit summons and terrrein morphing to that would go a loooooong way.... plus, you wouldn't have to create a new UI.

on Jul 26, 2009

This is beautiful.

I can tell you now what people will ask for in an expansion though.

(i) More spells

(ii) More creatures

(iii) More races + equipment / armour

(iv) More content

Basically ... they'll be after more canon content.

on Jul 26, 2009

Vordrak
This is beautiful.

I can tell you now what people will ask for in an expansion though.

(i) More spells

(ii) More creatures

(iii) More races + equipment / armour

(iv) More content

Basically ... they'll be after more canon content.
Excellent deductive capabilities, there. You came to the conclusion that in an expansion, people want more. I would've never guessed.

on Jul 26, 2009

I am no pro in programming, but is it possible that making a game that cabn be fremade into any other kind of gamecould be taken by say EA and remade to a new game using your hard work and sold to make a new profit?

 

Just curious....

on Jul 26, 2009

Surely the EULA of Elemental will include something in the lines of "You cannot make profit of it". Appart from something related to modding copyrighted things.

on Jul 26, 2009

Tourresh wishes he knew python instead of Lua.

I can't wait for all the syntax specific stuff of both languages to meld together in my mind so I constantly make stupid mistakes.

I actually read through the Python docs last week just for the coming Elemental release. If you're a decent programmer, you shouldn't have much trouble adapting. Python has some oddities with default values being persistent across method invocations, but if you think of them as similar to class level instance variables it's not so bad.

I don't quite grok the lambda stuff, but it doesn't look like it's a critical language feature. If you come from a Lisp background though, I'm sure it makes perfect sense.

Python's author lives in the 1980's in some ways though that I found amusing. He recommends no lines over 79 characters in length. Come on man, join the 1990's where we have more than 640x480 resolution monitors... . I don't think I've worked anywhere in the last 8-9 years that didn't have the recommended line length at 100 or 120 at this point in their style guide. Python's naming convention recommendations are very much different from the more dominant C/C++/Java/Mono/C#, which sort of struck me as an odd convention just for the sake of being different.

on Jul 26, 2009

Will the AI code be public knowledge then?

on Jul 26, 2009

What I want to see is a turbocharged version of the sins dev exe at all possible. The key features of that are the console and the real-time reloading of game assets. I want that and even more importantly, (and this may just be a pipe dream but it would be the best tweaking interface ever), the ability to select a square and be able to open any entity on it in a nice text editor, so for example if you see something has 10 times the damage it should be doing, just pop open its file and fix the relevant value, or why I want this especially in elemental, the ability to open the files for each component, so you know which files could contain the error and don't have to wonder which item in a set a character or unit has, just have it open to the appropriate files, so you can know that the problem you see is contained to the files you have open. The only other thing it'd need that sins developer mode doesn't have is the ability to make new items and have them appear in the session you're in so you never need to turn the engine off for all but the most advanced coding tasks. But in all honesty, the sins dev exe with the ability to load files that were made while the engine was running would be plenty for me, the rest would just be awesome time saving features, but still great to have.

I love the dream though, that'd be totally sweet to see.

on Jul 26, 2009

I am no pro in programming, but is it possible that making a game that cabn be fremade into any other kind of gamecould be taken by say EA and remade to a new game using your hard work and sold to make a new profit?

 

Just curious....

Yeah, what Wintersong said. There's usually license notes that prevent you from making a profit off mod work. So EA could do that, provided they don't sell it. (They recently added that restriction to World of Warcraft addons when pay ones started appearing.)

on Jul 26, 2009

Pretty standard practice to not allow paid for mods of a game.

on Jul 26, 2009

ok cool then.

 

When can I try this game????  LOL

7 Pages1 2 3 4  Last