Difference between revisions of "SoC Ideas Persistent Gameworld"
From The Battle for Wesnoth Wiki
m |
m (→Definition of Done) |
||
Line 6: | Line 6: | ||
=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. | ||
+ | |||
+ | =Whom to ask about this= | ||
+ | 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 |
Contents
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.
Whom to ask about this
Ask Crab_ on #wesnoth-dev