Posted January 12, 2011
It's not really complicated or anything, but all the same I've only worked on a couple of big things for work and school and they certainly haven't been up the alley I want to pursue right now.
Let's get this out of the way - I want it to be pretty cross-platform, and open source.
And if it's already been done well enough, let me know!
A "Phoenix Wright Editor". A tool for creating text-based games structured anything like Phoenix Wright. Import your artwork, write some scripts, tag your scripts while you're writing them with visual effects and animations and artwork to be displayed, package it into a distributable, and bam! Little more complicated than that of course.
How should a project like this be structured? Right now I'm kind of imagining a two-piece structure, a game loader that reads files and plays the game, and a tool for creating those files. Have them both in the same package? Simply get to the editor from the loader? Even have a loader, rather than creating executables to distribute from the editor?
What technologies can one use to speed along development? I'm looking at SFML right now for cross-platform drawing and audio, but are there any other technologies to look into that might be better? Should it even be in C++ as opposed to Python? Perhaps Python would speed up development and make everything easier, but I haven't gotten into it yet! What technologies do you think would be optimal for this?
I don't want the project to be a mess. I just want people to be able to pick it up and create cool stuff relatively easily. If they wanted to rip off the Phoenix Wright art for a fan story, all they should have to do is build some scenarios which shouldn't be that hard.
EDIT: OH YEAH, I forgot. It would be particularly cool if these games could be published to the web, but that's something I really don't know how to do yet.
Let's get this out of the way - I want it to be pretty cross-platform, and open source.
And if it's already been done well enough, let me know!
A "Phoenix Wright Editor". A tool for creating text-based games structured anything like Phoenix Wright. Import your artwork, write some scripts, tag your scripts while you're writing them with visual effects and animations and artwork to be displayed, package it into a distributable, and bam! Little more complicated than that of course.
How should a project like this be structured? Right now I'm kind of imagining a two-piece structure, a game loader that reads files and plays the game, and a tool for creating those files. Have them both in the same package? Simply get to the editor from the loader? Even have a loader, rather than creating executables to distribute from the editor?
What technologies can one use to speed along development? I'm looking at SFML right now for cross-platform drawing and audio, but are there any other technologies to look into that might be better? Should it even be in C++ as opposed to Python? Perhaps Python would speed up development and make everything easier, but I haven't gotten into it yet! What technologies do you think would be optimal for this?
I don't want the project to be a mess. I just want people to be able to pick it up and create cool stuff relatively easily. If they wanted to rip off the Phoenix Wright art for a fan story, all they should have to do is build some scenarios which shouldn't be that hard.
EDIT: OH YEAH, I forgot. It would be particularly cool if these games could be published to the web, but that's something I really don't know how to do yet.
Post edited January 12, 2011 by PhoenixWright
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