Re: Gadget Database - online
Posted: 24 Feb 2010, 23:47
I've got to agree that this database is not so useful for gadgets. Most gadgets would take a little bit of skill to properly use in a game that they are not part of.
So far I've added 4 mini-gadgets which I would call gadgets which do things that should be an engine option.
My (or mostly my) 2 biggest gadgets are terraform and pylons and inside them are many code examples that could be their own mini-gadget. For example half of pylons is the system for managing separate power grids based on the connections between pylons, this would be a very good base for any game that wants to use a power grid system. The other half of the gadget deals with communism and overdrive.
Terraform has a bit for changing the water height, creating different deformation shapes for explosions and giving cloggers a little mound when they die, all within the large terraform gadget. If someone just wanted the terraform system they should remove a lot of the extra stuff.
While I think the large gadgets would be much more useful they will not work when placed in any mod, they will require buildlist checks, unit addition, unitdef config renames etc... so I don't want to add them just for someone to try and use it, have it not work and decide it will never work. I'd much rather someone approach me and say 'hey, I want to use terraform in my game' than flail around with a 2.5k gadget trying to find the non important bits.
So far I've added 4 mini-gadgets which I would call gadgets which do things that should be an engine option.
My (or mostly my) 2 biggest gadgets are terraform and pylons and inside them are many code examples that could be their own mini-gadget. For example half of pylons is the system for managing separate power grids based on the connections between pylons, this would be a very good base for any game that wants to use a power grid system. The other half of the gadget deals with communism and overdrive.
Terraform has a bit for changing the water height, creating different deformation shapes for explosions and giving cloggers a little mound when they die, all within the large terraform gadget. If someone just wanted the terraform system they should remove a lot of the extra stuff.
While I think the large gadgets would be much more useful they will not work when placed in any mod, they will require buildlist checks, unit addition, unitdef config renames etc... so I don't want to add them just for someone to try and use it, have it not work and decide it will never work. I'd much rather someone approach me and say 'hey, I want to use terraform in my game' than flail around with a 2.5k gadget trying to find the non important bits.