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Project Harbinger

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Twisol

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Me and Programmer16 are working on a text adventure together (codename Project Harbinger), and it's very much like WinMUD, except P16 and I made a design doc for it, and we're using XML for the item, room, and monster files. Gotta get to figuring out TinyXML; I tried it once and got confused.
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Ooh, TinyXML is nifty. Once you figure it out, you'll probably enjoy it.

Though... I honestly can't remember what the heck I was doing with it. I can't seem to recall doing any XML stuff in C++, like, ever. But I remember using it, for something with C++. Grah.

My life is just one big blur in my memory, it seems :P

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TinyXML is AWSOME! I am currently using it in my games engine for EVERYTHING! Having all of the files externaly held in a XML file like that is such a good idea as you can test on the fly. Like if you needed to modify the name of an item in a shop or something just open the file, change the name and next time in the game (note not having to close the game to do this) when you open the shop menu, BAM, there it is. Its nice to not have to recompile every time you change stuff.

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Nice idea ShoeStringGames, I'll see if we can use that in Harbinger. [grin]

Coincidentally, I'm not sure why I got confused. It's really easy to use. :S Maybe it was because I wanted to use it on STL mode, but it's got an unresolved external error when I do it that way...

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Quote:
Original post by linkofazeroth
Nice idea ShoeStringGames, I'll see if we can use that in Harbinger. [grin]

Coincidentally, I'm not sure why I got confused. It's really easy to use. :S Maybe it was because I wanted to use it on STL mode, but it's got an unresolved external error when I do it that way...


Oh, we're definitely using a data-driven design. I usually don't hard-code anything unless I'm testing something or just screwing around.

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