Fair point. You can save a little bit of time with the simpler games (not as much as you might think), but more importantly the wrapper engine should be easier to write (no multiplayer support for starters). Work on Pandora Panic for the launch; later on the engine can be extended to make the larger multiplayer version, Pandora Party...pstudio said:Personally I would care for Wario Ware type of mini games. It seems IMO more appropiate to the name PandoraPanic. And if this is supposed to be ready at launch, we should better get working now.
zacaj said:So.... Something along these lines? (its basically just chromozome with all the code removed...)
That's the basic ideazacaj said:So.... Something along these lines? (its basically just chromozome with all the code removed...)
Kagato said:So, are you planning for each minigame to be its own self-contained & compiled executable?
I'd strongly advise against going down that path. It will severely limit the number of developers available for minigames.
It would be much more preferable to call an interpreted script engine (say Python/Pygame), and only require the minigames to provide code for their game routine. I think you're better off putting more work into the framework so that you end up with a better minigame library.
Minigames could probably get away with implementing 3 functions:
init(game_time, difficulty)
Set up the minigame, load resources
- game_time: duration in seconds for this round (eg 10 seconds for first round, decreasing each round thereafter)
- difficulty: easy, medium or hard; minigame can adjust behaviour as it likes
run(remaining_time, [gfx_window])
Process the current frame and draw to the screen
- remaining_time: time left before the end of the round
- (maybe) gfx_window: drawable area provided by the engine (allows the engine to draw timers, score etc outside the game window)
- return true if player has won, if applicable
finish()
Determine if player has won
- return true if won, false if lost
PoisonedV said:alright, couple questions. I have prototyped a very small game on the code and so want to do some design now that I know its possible.
few questions:
- What are the limitations sizewise
- What are the limitations as far as content go
- how long should the game be?
Hmm. In some ways that's even worse... you'll have to recompile the whole project in order to add a minigame. I thought you'd go for a system where you could download additional games to add to the collection after release...Cameleon said:Actually, No. Each Minigame would be a seperate state(i.e. Source file, or Small collection of source) [...] but the final collection would be compiled by us, to bring all the games together using the state manager.
Kagato said:It would be much more preferable to call an interpreted script engine (say Python/Pygame), and only require the minigames to provide code for their game routine. I think you're better off putting more work into the framework so that you end up with a better minigame library.
dasfool said:Kagato said:It would be much more preferable to call an interpreted script engine (say Python/Pygame), and only require the minigames to provide code for their game routine. I think you're better off putting more work into the framework so that you end up with a better minigame library.
I'm with Kagato on this. I think we should have a framework pre-designed and then just have the minigame authors be responsible for little modules that are added onto the framework and call back to basic functions in the framework. Either have these compile with the main program or be an interpreted language like python or lua so that they can be edited on the fly when necessary (I'd prefer the later).