Community Template Module
Posted: Tue Aug 31, 2010 7:41 am
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.
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.