Hard coding
Posted: Thu Apr 23, 2015 7:47 am
That's a problem many games suffer from, for example StarDrive 2 is partially hard coded in some important places and unfriendly to modify compared to Star Ruler 2, which is very open to it's internal mechanics through a runtime script language.
So my plea is that spreadsheets for races, their units and techtrees as well as individual technologies to be as open as possible through external files, including translation string files.
Is data going to be stored as runtime Lua scripts where you fill out variables? If so, it would be a good idea to separate game mechanics from data sets..
If this was the case already I have to apologize, haven't had the time to take a look yet myself.
I see this as a big issue that could arise because mods keep games alive.
So my plea is that spreadsheets for races, their units and techtrees as well as individual technologies to be as open as possible through external files, including translation string files.
Is data going to be stored as runtime Lua scripts where you fill out variables? If so, it would be a good idea to separate game mechanics from data sets..
If this was the case already I have to apologize, haven't had the time to take a look yet myself.
I see this as a big issue that could arise because mods keep games alive.