Difference between revisions of "SoC Ideas Persistent Gameworld"

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=Definition of Done=
 
=Definition of Done=
 
WML authors are able to store and load WML snippets in their core campaigns/addons/groups of addons/groups of games. It is possible to use this system for displaying per-addon 'Achievements'. 'massive multiplayer' games with persistent gameworld are possible to code using WML and possible to host using stock wesnoth multiplayer server.
 
WML authors are able to store and load WML snippets in their core campaigns/addons/groups of addons/groups of games. It is possible to use this system for displaying per-addon 'Achievements'. 'massive multiplayer' games with persistent gameworld are possible to code using WML and possible to host using stock wesnoth multiplayer server.
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=Whom to ask about this=
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Ask Crab_ on #wesnoth-dev

Revision as of 18:59, 12 March 2010


This page is related to Summer of Code 2010
See the list of Summer of Code 2010 Ideas



This is a Summer of Code 2010 Idea


Description

Implement persistent storage of gameworld data between semi-related scenarios

Allow WML authors to store/access persistent data 'in context' of a specific campaign/add-on/group of addons/ group of games. This will allow things like 'achievements' or 'massive multiplayer campaigns' to work.

Definition of Done

WML authors are able to store and load WML snippets in their core campaigns/addons/groups of addons/groups of games. It is possible to use this system for displaying per-addon 'Achievements'. 'massive multiplayer' games with persistent gameworld are possible to code using WML and possible to host using stock wesnoth multiplayer server.

Whom to ask about this

Ask Crab_ on #wesnoth-dev