I'm told gameplay changes aren't going to be included, but for younger players I wanted a "Beginner" option which gave some slack on deadlines. This patch adds a new "Game Options" menu and a -B/--beginner option which basically makes time go half as fast. More exploration time and less overwhelming rush of events.
You might have to mangle the path names to make the patch apply; I kind of hacked it in
I didn't realise who you were initially, but this needs to be said: The Linux kernel needs more Star Control references. How about a /dev/fwiffo? For the rest: Keep up the good work.
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“When Juffo-Wup is complete when at last there is no Void, no Non when the Creators return then we can finally rest.”
I found wading into the source code strange: it doesn't seem all that useful on the one hand to have menu titles etc. abstracted out of the source, but on the other hand we see things like '#define YEARS_TO_KOHRAH_VICTORY 4'.
Is there a master plan to make it more data-driven?
One of the main goals of the project is to make the game more easilly to mod, and making it more data-driven is the main way to achieve this. UQM builds on the original source code (and content) of the 3DO version of Star Control 2. This code has never been a paragon of good programming techniques. Over the years, we've replaced various old parts of the backend, an added some new code here and there too. The original did not have a setup menu, so that is entirely new. That said, "menu titles" isn't the best example, as the game strings have always been stored in data files.
We do not really have a roadmap. Each of the core team members works on the game whenever he wants, and development has slowed down these days. We do now more or less have the infrastructure to store data like the Kohr-Ah deadline in data files in a generic way, so we're getting closer to our goal.
Logged
“When Juffo-Wup is complete when at last there is no Void, no Non when the Creators return then we can finally rest.”