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Development Info Broken Hourglass - The mechanics of item creation

Diogo Ribeiro

Erudite
Joined
Jun 23, 2003
Messages
5,706
Location
Lisboa, Portugal
Tags: Planewalker Games; The Broken Hourglass

<a href=http://www.planewalkergames.com/>Planewalker Games</a> continues their regularly-scheduled update on WeiNGINE mechanics of their project, <a href=http://www.planewalkergames.com/content/view/32/46/>The Broken Hourglass</a>. This time they discuss the concept and mechanics of <a href=http://www.planewalkergames.com/content/view/71/1/>item creation</a> using XML:
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<blockquote>The best way to make most WeiNGINE items is, in fact, to start with an existing item. The power of template inheritance means that there are really very few cases when a good base will not already exist for an item you wish to make.
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We will dive right in and make a simple magical longsword.(...) Most of our goals can be accomplished using simple XML attributes. The goal of having the magic sword "hit more often", however, requires that we give a Sword_Precision bonus to the wielder of the sword while it is equipped, and that requires a separate effect file, which we will explain.</blockquote>How many Drizzt fans are going to stuff those item parameters with "kewl"?
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Thanks, <b>jcompton</b>!
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suibhne

Erudite
Joined
Aug 21, 2003
Messages
1,951
Location
Chicago
One of the nice things about this game is that it sounds very moddable. Not exactly surprising considering the devs' origins, but still laudable.
 

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