WorldBuilder and Your Projects
Posted: 02 Apr 2010, 17:53
I think this is probably the right place to post this, as this is a topic of general interest for most of the game designers here.
Basically, World Builder is nearly feature-complete. For those of you who live under a rock, it's a pretty nice level-design tool, with hundreds of pieces of content, dynamic effects, custom Unit shading system, etc.
The last remaining big issue is getting it to be 100% compatible with other people's games, so that mappers finally have a unified level-design tool that's powerful and can feature as much dynamic content as people are willing to contribute, and getting mappers to use it.
But unless other game designers are willing to participate, then we have an endless chicken-and-egg scenario, where World Builder is Open Source, but is essentially proprietary because mappers don't use it, because they are afraid that their final product won't be useable with BA / CA / NOTA / Cursed / etc. That leaves me with this incredible toolset, awesome maps that do things that you will never, ever see on old-style maps... and it's not really Open Source. This was never my intention.
Therefore, I need my fellow game designers to see that having a future where mappers routinely use World Builder, and regard it as a normal part of their workflow, is possible and desireable.
If we can get that far, I am fairly certain that I can convince most of our active mappers to use it, by showing them how much cooler their maps can be, how they can fix issues with it dynamically, instead of having to re-compile, etc.
There are a few things that I anticipate will be "catches" along the way, mainly related to Lua.
1. Most of the games are using custom implementations of LUPS, taken from CA, instead of the modular version I made available with P.U.R.E. nearly a year ago. This is very unfortunate, because it's going to make it difficult to provide you with integration. I'd like to propose that we move to the modular version that I'm currently maintaining, and which I can make available soon.
All games / mods can be supported via porting certain sections of your existing code to config files. This has already been done for P.U.R.E., and I will split P.U.R.E.'s FX from World Builder.
We can't solve this via me making a mutator version of your games, though. You folks need to actively participate, or at the very least let me submit modifications to your games to make them compatible. One of the issues here is that CA's version of LUPS was designed to be proprietary, and certain aspects (their dynamic mines, in particular) need to be re-coded, because that code was stripped from the generic LUPS I've been working on. This is a fairly minor wrinkle, but I wanted to make it clear from the outset that this is a known issue that you will need to overcome. I am willing to help, of course- for the most part, this change-over means just cutting some lines of text from one file to another, and then you're all done.
If this isn't done, then I *think* that all that this is going cause, problem-wise, is that World Builder objects that depend on static LUPS unit FX won't work. So, not the end of the world, but it's something to keep in mind.
2. While map_resources.lua will be working in the next version of Spring, allowing World Builder's resources files to be present (basically, all of the projectile bitmaps used in P.U.R.E.- a huge amount of nice content), and I think that sound resources will be taken care of, in terms of cross-compatibility, there may be issues there- this will have to be explored and dealt with.
I don't think I'll need any help on this, but we'll just have to see.
3. I will be releasing the current build of P.O.P.S. fairly soon. It's almost feature-complete. It allows for a lot of effects that just aren't possible with CEG, including fire simulations, better trails for projectiles, better CPU performance overall, and other things.
This is a 100% optional thing for people to use, but keep in mind that it can potentially be a major upgrade for certain types of FX. I'll do my best to support people trying to implement their own effects systems, but it's definitely non-trivial Lua programming, but it's not a lot more complicated than building CEGs, and uses a fairly familiar nomenclature.
In closing, these are the issues that I'm anticipating. I will try to find the time to make more videos to show people exactly why they want to participate, and raise awareness / interest in the mapping community.
No doubt other things will come up, as we move forwards. The rest of this is up to you folks- whether World Builder finally reaches its intended purpose, as a non-proprietary tool, is mainly up to you being aware of these things, and willing to work this out with me.
Basically, World Builder is nearly feature-complete. For those of you who live under a rock, it's a pretty nice level-design tool, with hundreds of pieces of content, dynamic effects, custom Unit shading system, etc.
The last remaining big issue is getting it to be 100% compatible with other people's games, so that mappers finally have a unified level-design tool that's powerful and can feature as much dynamic content as people are willing to contribute, and getting mappers to use it.
But unless other game designers are willing to participate, then we have an endless chicken-and-egg scenario, where World Builder is Open Source, but is essentially proprietary because mappers don't use it, because they are afraid that their final product won't be useable with BA / CA / NOTA / Cursed / etc. That leaves me with this incredible toolset, awesome maps that do things that you will never, ever see on old-style maps... and it's not really Open Source. This was never my intention.
Therefore, I need my fellow game designers to see that having a future where mappers routinely use World Builder, and regard it as a normal part of their workflow, is possible and desireable.
If we can get that far, I am fairly certain that I can convince most of our active mappers to use it, by showing them how much cooler their maps can be, how they can fix issues with it dynamically, instead of having to re-compile, etc.
There are a few things that I anticipate will be "catches" along the way, mainly related to Lua.
1. Most of the games are using custom implementations of LUPS, taken from CA, instead of the modular version I made available with P.U.R.E. nearly a year ago. This is very unfortunate, because it's going to make it difficult to provide you with integration. I'd like to propose that we move to the modular version that I'm currently maintaining, and which I can make available soon.
All games / mods can be supported via porting certain sections of your existing code to config files. This has already been done for P.U.R.E., and I will split P.U.R.E.'s FX from World Builder.
We can't solve this via me making a mutator version of your games, though. You folks need to actively participate, or at the very least let me submit modifications to your games to make them compatible. One of the issues here is that CA's version of LUPS was designed to be proprietary, and certain aspects (their dynamic mines, in particular) need to be re-coded, because that code was stripped from the generic LUPS I've been working on. This is a fairly minor wrinkle, but I wanted to make it clear from the outset that this is a known issue that you will need to overcome. I am willing to help, of course- for the most part, this change-over means just cutting some lines of text from one file to another, and then you're all done.
If this isn't done, then I *think* that all that this is going cause, problem-wise, is that World Builder objects that depend on static LUPS unit FX won't work. So, not the end of the world, but it's something to keep in mind.
2. While map_resources.lua will be working in the next version of Spring, allowing World Builder's resources files to be present (basically, all of the projectile bitmaps used in P.U.R.E.- a huge amount of nice content), and I think that sound resources will be taken care of, in terms of cross-compatibility, there may be issues there- this will have to be explored and dealt with.
I don't think I'll need any help on this, but we'll just have to see.
3. I will be releasing the current build of P.O.P.S. fairly soon. It's almost feature-complete. It allows for a lot of effects that just aren't possible with CEG, including fire simulations, better trails for projectiles, better CPU performance overall, and other things.
This is a 100% optional thing for people to use, but keep in mind that it can potentially be a major upgrade for certain types of FX. I'll do my best to support people trying to implement their own effects systems, but it's definitely non-trivial Lua programming, but it's not a lot more complicated than building CEGs, and uses a fairly familiar nomenclature.
In closing, these are the issues that I'm anticipating. I will try to find the time to make more videos to show people exactly why they want to participate, and raise awareness / interest in the mapping community.
No doubt other things will come up, as we move forwards. The rest of this is up to you folks- whether World Builder finally reaches its intended purpose, as a non-proprietary tool, is mainly up to you being aware of these things, and willing to work this out with me.