There’s been some good progress since last time. Our team’s newest additions have been learning and contributing to Crimson’s very high-level code. Unfortunately there’s nothing juicy I can show you for it, since the progress made has all been back-end stuff, but I’m hoping that’ll change soon.
As mentioned previously, the current task is to create a kind of system that will oversee changes to the world based on quest stages and other events. If you have a quest that has you rescue someone from a fire, for instance, we can’t have the player able to go into the building as normal, as if nothing’s going on in there. So the quest needs to talk to the scenario manager, and the scenario manager then dictates what can and cannot be done. Either just locking buildings at certain times of the day, or adding certain encounters to the random pool in certain places, things like that.
For my part, I’m still very much in the novice stages. I’ve spent the last week or so engrossed in coding guides and tutorials, gradually getting a grasp on it all as I build various bits and bobs as exercises. (So engrossed I actually nearly forgot to write this update). Before I have any hope of understanding Crimson’s code, I need to get the fundamentals down first. One of the new contributors has fifteen years programming experience and it’s taking him no small effort to grasp the code Crimson produces. I’m half sure at this point it’s black magic.
We’re in a better place than we have been. Far from ideal, but I’m confident this way we can have more juicy updates to show in the future, and it’s in huge part to amazing people giving up their free time for us.
Be sure to check out daedaddy’s (The artist formerly known as Larry Land Lord) latest question thread, and I’ll see you lovely folks in the next one.