EEvent

From Armagetron
Revision as of 12:04, 21 July 2008 by Epsy (talk | contribs) (goals & milestones)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
This wiki page has an associated Blueprint on launchpad.

At the time I'm writing this, there's absolutely no way the client can know what's really happening. Until now, the only thing that's different (from the client's view) between a harmless collapse and a base conquer is that it got a different message in English. That poses a great problem as soon as you want, for example, play a different sound depending on what happened. You can't just use the same sound for these both game events.

So here's my solution to this, having, the same way we separate content and presentation in webdesign, we'll separate the actual event and what to do when it happens. So at one side we have the server telling the client that event X happened, on the other side an event resource describing what to do when event X or Y is received.

Goals

  • Get a working sound engine :)
  • Modular approach, especially needed for event resources
  • Future-Proof, as in, you can make up new kinds of event types
  • Event description resources
  • Client/Server AND Server/External service communication

Milestones

  • Working sound
  • Event resources
  • External communication