CyruzDraxs
Member
- Joined
- May 9, 2008
- Messages
- 241
- Age
- 37
I'm working on making a 2D game engine that will be heavily XML-driven. It's intended use will be for a super mario style platformer, but I want it to be very flexible as I will likely make an RPG next and would like to later make it open source so anyone can use it.
All assets will be loaded via references in an XML file and set up based on coordinates listed in the XML file. Actual programming will be as minimal as possible and I'm hoping to get rid of it altogether. I decided this because I would like to eventually make a Graphical Editor for the engine sort of like RPG Maker...but totally different. :huh:
The game will be split into scenes, each scene has it's own XML file, containing references to all it's assets, keypress actions, AI behaviour, map data, menus and presentation mode data. All this data will be split into local and global sections--local is the data for that particular scene and is unloaded on scene change, while global remains in memory until overwritten or the engine is exited.
I plan on making this open source once I've completed enough of it to be stable, so I want to know what the community would want from such an engine and what they think of what I have so far.
Here's the Scene XML for the intro menu;
http://pastebin.com/f1f4b4d1b
If you have any questions about what different parts of the XML file will do feel free to let me know. I want to document it as well as possible as I construct it to make an easy sample game for users of the engine to build off of.
All assets will be loaded via references in an XML file and set up based on coordinates listed in the XML file. Actual programming will be as minimal as possible and I'm hoping to get rid of it altogether. I decided this because I would like to eventually make a Graphical Editor for the engine sort of like RPG Maker...but totally different. :huh:
The game will be split into scenes, each scene has it's own XML file, containing references to all it's assets, keypress actions, AI behaviour, map data, menus and presentation mode data. All this data will be split into local and global sections--local is the data for that particular scene and is unloaded on scene change, while global remains in memory until overwritten or the engine is exited.
I plan on making this open source once I've completed enough of it to be stable, so I want to know what the community would want from such an engine and what they think of what I have so far.
Here's the Scene XML for the intro menu;
http://pastebin.com/f1f4b4d1b
If you have any questions about what different parts of the XML file will do feel free to let me know. I want to document it as well as possible as I construct it to make an easy sample game for users of the engine to build off of.