Pocus
Posts: 1185
Joined: 9/22/2004 Status: offline
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the BOA engine is not the BOA engine, it is the AGE engine (Adaptive Game Engine), designed from ground to be morphable*, as long as basics are kept: turn-based, regions-based, units grouped in stacks, using drag&drop, simultaneous client/server processing. Aside that, no era can't be done. VGN will features the whole world from 1820 to 1920, but no, you won't be able to play Tibet, we are keeping things more focused. After VGN, we have already choosen our project, but it is not disclosed for now. *: how you design a morphable engine is essentially to program in such way that you think ahead in time on how the base code can evolve, without overdoing too much things (no over-engineering, at least not too much of it, and yes it takes more time at start, but it pays for the future). E.g, the levy of militia of BOA were designed so that it can evolves into mechanisms dealing with full scale, nation-wide, uprising and even partisans actions of WW2 (I'm not saying that we will do a WW2 game after VGN, I'm not saying we won't do it either ). The second point to consider is that you must allow some time between projects for 'refactoring', meaning your code must be checked, cleaned and reworked so that it can be expanded without too much of a problem. Many motivated programmers do that normally, the essence being that when you program a game, you must not think of it as the last game you will code, but as only a stone in a building. It changes enormously your approach of doing things.
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AGEOD Team
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