4

From Worms Knowledge Base

Revision as of 23:25, 6 August 2010 by CyberShadow (Talk | contribs) (why D)

Jump to: navigation, search

Worms Armageddon 4.x plan / idea dump. Please don't edit this page unless you've been invited to. Instead, feel free to discuss features on the talk page or Team17 forums.

W:A 4.x will be a complete rewrite of all of W:A's codebase except the game logic (physics etc.).

Plan

Platform/Libraries

  • Programming language: D 2 (?)
  • Input/windowing: SDL (?)
  • Graphics: SDL and SDL+OpenGL (?)
    • True colour everywhere; use 3D/hardware acceleration where available
  • Network: standard TCP/IP

Code

  • Split into open-source (not W:A-specific) and closed-source (W:A-specific) parts
  • Separate input, network, rendering and each game logic instance into threads and use message passing?
  • A simplistic dummy open-source game will be written which uses open-source parts of the code, to allow community development of open-source code
  • It is extremely important that the UI framework is written to be as simple to use as possible. The fewer places code must be changed to add/edit a control, the better. Immediate mode GUIs may be worth considering.

Installation

  • Installation wizard on Windows
  • Copy and convert files from CD
  • Optionally, copy/convert files from an existing W:A installation

Storage

  • Use appropriate OS directories for user data
  • Store objects into fanned-out files named by the file's hash (similar to git storage, but without packs)
    • Network operations will not send objects that already exist on the host (objects, including maps are cached).

Front-end

  • Preserve classic black&blue look-and-feel
    • Skins?
  • Should the front-end be modal? (Allow switching from a game to the WormNET window, possibly allow playing a game and spectating another simultaneously)
    • If so, how to elegantly design the tab/window-switching UI?

Game engine/process

  • Live map and scheme editing; changes saved in message stream
    • Map editor:
      • Integrated with game logic (editing tools accessible just like weapons from a separate palette)
      • Support basic colour editing tools
      • Support clipboard operations
      • Maps should be sent as collision mask first, with progressive colour layer following
        • Colour data for loaded maps should not be stored in the message stream, but rather stored as an object reference
  • Real-time support
    • Code should always support real-time messages, but should be configurable (default config being current W:A behaviour - current player is a few seconds ahead of other players, other players still being able to change messages in the "past")
  • Optional moderation actions (allow placing objects, moving worms around with the mouse etc.) - this allows the host to fix player mistakes, or a sort of role-playing (D&D-like) mode
  • How to elegantly design a unified interface for pre- and in-game map/scheme editing?

Replays

  • Replays are stored internally as broken into message streams / metadata / maps, but exportable to self-contained files
    • Exportable as one replay for the entire session, or one replay per round as usual (latter doesn't reference maps that were loaded but not played on)
  • Replays should seek to the "game start" by default, by allow rewinding back to pre-start chat and map editing

Gameplay

  • Per-scheme features:
    • Roper:
      • Trick detection? (like here)

Customization

  • Custom missions
  • Scripting
    • Schemes?
    • Maps
    • Schemes + maps (missions)
  • Map editor
    • Custom terrain textures

New scheme format

  • Format
    • Text or binary? What about network/file aspect? Preserving whitespace/comments?
  • Options
    • All individual tool-assist options
    • Optional fixes for certain bugs
    • Many more (see current internal W:A engine options)

External links

Personal tools