Posted February 25, 2020 by DrTardigrade
#Decisions #Events #0.3.4 #Modding #Progress Update
The work on event generators is basically done and I created a basic unit test to validate that event mods are loaded and that event generators are properly created from them. I still have to integrate event mods into the game. Though that will have to wait a little for decision mods to be done, since I need them too to properly test events that trigger decisions within the simulation. There a few issues I discovered thanks to the unit test which I still need to fix. Although I don't expect it will prevent me from start working on decision mods over the next weekend.
Once I start working on decision mods, I expect the biggest hurdle will be to parse text strings like the following one:
"text": "A new clan with influence <target.influence - new_influence.max> - <target.influence - new_influence.min> splits from <target.name>"
This is an example of a text that will be displayed within a dialog of a modded decision. The segments enclosed by '<' and '>' characters are expressions that need to be evaluated when the dialog is presented on the screen. Here there a few steps that need to be done correctly:
Besides parsing dialog texts, there a few other things that will require quite a bit of work for decision mods to be completed. Nevertheless I don't thing they will require too much of an effort.
March is going to be a busy month for me. There are quite a few real life obligations, besides work, that I need to take care of and that will probably cut on the time I have to spend on the project. I hope I'll be able to compensate a little by spending more time working on the project midweeks. Still, there probably is going to be a slowdown on progress. Nevertheless I think things will go back to normal by April and, any case, I hope to get done with decision modding before that regardless.