With this talk about adding the DebugConsole to the example module it got me thinking about improving the example module.
DG has done well with it in that it hasn't changed yet across several betas, and will likely remain a valid module base for the foreseeable future. But, its not really the most convenient of starting places for people new to T-Engine, or lua for that matter.
What I'm suggesting then is a Example Module v2, or Community Template Module. DG's example module can remain as a bare-bones example, but we can create a new slightly more feature-rich module for others. Some suggestions include:
* Moving all literal string references to "Example Module" to one global var you can change in one place.
* Character Inventory. No need to define equipment slots, but just add the inheritances and support where needed.
* Object pickup/drop/tooltips.
* DebugConsole as detailed in http://forum.t-o-m-e.net/viewtopic.php?f=36&t=22302
* PlayerDisplay. Actually create the left-side player display, making it easy to add things.
The idea isn't to force a module designer into any choices, but there is ALOT of features that is common across many RLs that needs to be changed in T-Engine for every module created. This simply enables all the most common RL features from the start.
I'm pretty sure I missed some stuff. If you have a wishlist or want to start with this, post below. I unfortunately do not have time right now, but I like T-Engine and would like to see it succeed.
Community Template Module
Moderator: Moderator
Re: Community Template Module
True, I agree, this is also a step in the direction Lap&FinalParagon were aiming too I think
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Community Template Module
I fully support this and am willing to help with it. Maybe someone (Antagonist?) should take the lead on the project and either write it themselves or parse out the project to others. Any takers?
<DarkGod> lets say it's intended
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Re: Community Template Module
Unfortunately time is not something I have. Hell, even posting this message is unacceptable procrastination when I should be working on my thesis.
Still, I enjoy and support TE4 and this is a 'gap' I see to new users.
An additional idea is to add a number of generic dialogs to this example module that can easily be expanded on for the specific module. Some ideas:
* Character Sheet
* Stats assignment, define points and ability to divide it between stats
* Talent selection menu. When called lists all available talents the player meets the requirement for, when one is selected, add to player then closes.
* Inventory menu (Tho I suspect there may be one in engine already)
Focus on generic common cases and as a base for expansion. If a module doesn't use a dialog, it shouldn't be harmful if they never get called.
Still, I enjoy and support TE4 and this is a 'gap' I see to new users.
An additional idea is to add a number of generic dialogs to this example module that can easily be expanded on for the specific module. Some ideas:
* Character Sheet
* Stats assignment, define points and ability to divide it between stats
* Talent selection menu. When called lists all available talents the player meets the requirement for, when one is selected, add to player then closes.
* Inventory menu (Tho I suspect there may be one in engine already)
Focus on generic common cases and as a base for expansion. If a module doesn't use a dialog, it shouldn't be harmful if they never get called.
Re: Community Template Module
Another thing, given I could've sworn it was mentioned in the initial days, would be perhaps yet another Module example that focuses on the "realtime", as opposed to turn-based, capabilites T-Engine 4 has? Surely a prospective audience that could be hooked in with such unless I've imagined an engine feature that never was...
I'm contemplating becoming more enmeshed in the goings on around here, perhaps picking up Lua of all things as my first language, etc depending on how things shake out in these next few weeks/months.
For publicity/awareness in general: Any chance of a deferred yet extra-packed Beta10 or subsequent mega-release in time for the AnnualRoguelikeReleaseParty event coming up rather soon here in September darkgod?
http://roguebasin.roguelikedevelopment. ... =2010_ARRP Likely many more in attendance, list hasn't been updated in a far while methinks.
I'm contemplating becoming more enmeshed in the goings on around here, perhaps picking up Lua of all things as my first language, etc depending on how things shake out in these next few weeks/months.
For publicity/awareness in general: Any chance of a deferred yet extra-packed Beta10 or subsequent mega-release in time for the AnnualRoguelikeReleaseParty event coming up rather soon here in September darkgod?
http://roguebasin.roguelikedevelopment. ... =2010_ARRP Likely many more in attendance, list hasn't been updated in a far while methinks.
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Re: Community Template Module
Every Beta is incremental and usually mostly changes ToME side and not so much the engine. You can actually consider it mostly stable, future betas are unlikely to break anything, tho its not impossible.
If you are starting a new module you hope to have out by then its fully valid to use Beta 9. If you absolutely must have the newest latest and greatest ask DG for the svn repository address. I can't say whether he plans to have a beta coincide with September 19th or not, thats something he should answer.
As for the real-time example module, doesn't sound like a bad idea. Not sure about practicality tho. As far as I am aware no one has written a decent real-time even tech demo using TE4, so I definitely don't know what is involved in converting to real-time. If we will have a real-time template module as well it introduces some complexity in keeping the two synced with all their non-timing based customizations.
I advise keeping with only an energy based timing mode for a template module for now, until we find a relatively simple sequence of changes to convert it and distribute it as either a separate project, or a diff.
If you are starting a new module you hope to have out by then its fully valid to use Beta 9. If you absolutely must have the newest latest and greatest ask DG for the svn repository address. I can't say whether he plans to have a beta coincide with September 19th or not, thats something he should answer.
As for the real-time example module, doesn't sound like a bad idea. Not sure about practicality tho. As far as I am aware no one has written a decent real-time even tech demo using TE4, so I definitely don't know what is involved in converting to real-time. If we will have a real-time template module as well it introduces some complexity in keeping the two synced with all their non-timing based customizations.
I advise keeping with only an energy based timing mode for a template module for now, until we find a relatively simple sequence of changes to convert it and distribute it as either a separate project, or a diff.
Re: Community Template Module
Ah yesa realtime one would be neat.
As for the ARRP I might, I had planned to make beta10 this weekend, but my wife is coming over so I'm not so sure and I made some sweeping changes with the pluggable engines and isntant saves I might test it ou a bit more..
We'll see!
As for the ARRP I might, I had planned to make beta10 this weekend, but my wife is coming over so I'm not so sure and I made some sweeping changes with the pluggable engines and isntant saves I might test it ou a bit more..
We'll see!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
