Wartbed:WARTBED
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==Intention== | ==Intention== | ||
- | ( | + | (OMG-)WARTBED is intended as a framework of enough flexibility to implement and capture varying and distinctive [[real-time tactics|real-time tactical]] (RTT) games. There are three explicit goals of WARTBED: Firstly to reimplement certain older and seminal RTT titles that are problematic to run on modern operating systems. Secondly to allow easy creation of new and/or novel RTT modules. Thirdly, to allow "what-if" scenarios where units of different modules can confront each other. |
==Structure== | ==Structure== |
Revision as of 21:55, 7 September 2008
Wargame And Regimental Tactics Battle Engine Deluxe
Code name for a regimental tactical real-time war game engine, in which Bright Portents will be implemented. WARTBED's second stage includes the possible or actual support of more games, which will entail a name change to OMG-WARTBED (Open Multi-Game Wargame And Regimental Tactics Battle Engine Deluxe).
- Suggest and discuss features in WARTBED Brainstorming
Intention
(OMG-)WARTBED is intended as a framework of enough flexibility to implement and capture varying and distinctive real-time tactical (RTT) games. There are three explicit goals of WARTBED: Firstly to reimplement certain older and seminal RTT titles that are problematic to run on modern operating systems. Secondly to allow easy creation of new and/or novel RTT modules. Thirdly, to allow "what-if" scenarios where units of different modules can confront each other.
Structure
WARTBED defines a number of standard data formats. These are open and intended to be easy to modify. WARTBED also defines a game implementation structure where the highest level is a "module", which is an implementation of a particular game, which means a self-sufficient collection of maps, units, etc. Any module should contain one or several campaigns, consisting of a number of missions.
- Further information: File formats and Data structures
Interchangeability of data
WARTBED is aware of all installed modules, and missions and campaigns can require other modules to be installed when running. Thus missions and campaigns can use data of other modules. The most interesting aspect of this is allowing multi-player confrontations of units from different modules on various maps. Any such cross-over setting requires all involved parties to have the required data installed.