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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 7)
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on Sep 02, 2009

Just make sure you go to python.ORG not python.COM

VERY different things. I made that mistake when I was a little kid .-.

Anyway, though I do enjoy Python, it does worry me a little bit: Civ IV is quite a slow game, and it's coded a lot in Python. I'm worried we may see something similar here in Elemental. I mean, Python has gotten faster, just like instant-reaction time/speed isn't super-important in a TB-game. But, still...

on Sep 02, 2009

The concept of Elemental as a 4X engine is interesting, but I have a serious fear: I fear that the developers are focusing on Elemental as an engine rather than as a stand-alone game.

There are plenty of innovative engines out there, but good games must be built on them for the engine to be worthwhile. Look at the Half Life engine. It has great physics and all, but if the whole game was standing in a room and tossing boxes with the grav gun it wouldn't be that much fun.

Therefore my question is: is Elemental going to be a fun GAME out of the box, or will we have to wait for the community to build content for it? IMO, starting out with only 2 playable races already calls into question the whole "spiritual successor to MOM" line...

on Sep 02, 2009

Therefore my question is: is Elemental going to be a fun GAME out of the box, or will we have to wait for the community to build content for it? IMO, starting out with only 2 playable races already calls into question the whole "spiritual successor to MOM" line...

 

Don't forget, a lot of the engine level features are what creates the game   This is a 4X; once you have a decent random map generator code (engine necessity) you don't need to much else as far as maps go (other than, again engine level, stuff to put on it )

 

As for there being only two playable races, don't forget we have two races, and multiple civs per race, not just two races.  Each civ being distinct, probably to a degree similar to MoM races.

on Sep 04, 2009

I bet one of the human civs are like halflings, and one of the fallen races are like orcs.

I bet one of the human civs are like elves, and one of the fallen races are like Elvis.  Or maybe not.

 

on Sep 04, 2009

StormSeed
I bet one of the human civs are like halflings, and one of the fallen races are like orcs.

I bet one of the human civs are like elves, and one of the fallen races are like Elvis.  Or maybe not.

 

Drow baby!!!! 

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