Author Topic: A refactoring of AI war  (Read 8134 times)

Offline Valectar

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A refactoring of AI war
« on: February 12, 2015, 12:35:13 am »
I was thinking, having seen some of the discussion in this board, that AI War could benefit significantly from being a more mod friendly game.

There are many games today that have been greatly enriched by having a rich modding community, such as KSP and Minecraft, but I can't see this happening with AI War given the current state of the code base. And given that state, a thorough refactoring would also likely make it much easier for the developers to add features to the game.

I know a rebuild takes a significant amount of time, but at some point the time saved by having an architecture which takes in to account all the requirements and pitfalls you didn't know about when you first started the project exceeds the time lost to refactoring. And given Keith's description of the code in this thread, (http://www.arcengames.com/forums/index.php/topic,16085.0.html), the codebase has been past that point for a while now.

Offline Mal

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Re: A refactoring of AI war
« Reply #1 on: March 05, 2015, 10:40:46 pm »
I love this idea.

Even if there was just an editor for making custom maps would be awesome.

Offline Shrugging Khan

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Re: A refactoring of AI war
« Reply #2 on: March 06, 2015, 04:48:10 am »
To my knowledge, Arcen rejects modding on the grounds of it splintering the player base.
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Offline Cyborg

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Re: A refactoring of AI war
« Reply #3 on: May 26, 2015, 09:03:37 pm »
To my knowledge, Arcen rejects modding on the grounds of it splintering the player base.


... And yet, the core shield generators are still here!


Just kidding.


I think we will see more modding but probably in baby steps as the impact is assessed. After all, this particular intellectual property is critical to the company.
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