Wartbed:WARTBED

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'''Wargame And Regimental Tactics Battle Engine Deluxe'''
'''Wargame And Regimental Tactics Battle Engine Deluxe'''

Revision as of 10:27, 23 April 2009

Contents

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).

See also Power goals
Suggest and discuss features in Brainstorming

Overview

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 is designed according to a strict set of principles. It is structured to the Model-View-Controller layout, employs third-party middleware for major game engine features, but otherwise dissuades third-party dependencies.

Further information: Wartbed:DesignWartbed:Code style, and Wartbed:Framework


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: Wartbed:FilesWartbed:Data structures, and Wartbed:Design/Map format

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.

High-level TODO-list

  • A network system should be designed. For this suitable libraries should be located and existing projects should be investigated, for instance Glest and the Spring project. There is a lobby for Spring (SpringLobby) done in wxWidgets that might be of use.
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