Difference between revisions of "SoC Ideas Persistent Gameworld"
From The Battle for Wesnoth Wiki
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− | + | 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. |
Revision as of 21:03, 28 February 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
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.