Any gamers out there that were hoping that one day my Town Generator would be finished have probably long since gotten disappointed and forgotten my project by now since, I've neglected to keep anyone informed on what I was doing. So here is a brief update for any of you who are still interested:
I had to take a break for several months from development due to various personal reasons, but I am working on the project once more.
The long task of completely gutting the horrible spagetti code I wrote to begin with and creating a reasonable set of code in nice object oriented classes is almost complete. A great many of the underlying data structures got changed dramatically, and the code that is running underneath looks NOTHING like it did before, but a user probably wouldn't notice a single think different on the screen.
The big difference is that now I actually have a reasonable set of class objects to work with and can start extending the creation of a town beyond what was specified in the user interface. So now I finally get to start working on the fun part of the code.
I'd really hate to even speculate on a release date for even an alpha version at this point, but I just wanted to reassure the 2 or 3 people out there that may still be interested in this project that I am still plugging away at it in my spare time (along with about 4 other hobby projects).
Cheers!
Walter
PS: If anyone is curious, the methodology I am using to generate a town is a much more rigid system than what is being discussed in the thread Jamis Buck started on generator theory. I'm using a heavily sequenced "top down" method, where the user defines an ever narrowing set of parameters to the town until a complete enough definition is created to allow the computer to "finish" the town by itself. This will introduce a lot of limitations, but it will also allow for a much higher quality output given that I can only devote a finite amount of time to the project. My generator will ONLY be for creating somewhat "average" D&D type towns.
I had to take a break for several months from development due to various personal reasons, but I am working on the project once more.
The long task of completely gutting the horrible spagetti code I wrote to begin with and creating a reasonable set of code in nice object oriented classes is almost complete. A great many of the underlying data structures got changed dramatically, and the code that is running underneath looks NOTHING like it did before, but a user probably wouldn't notice a single think different on the screen.
The big difference is that now I actually have a reasonable set of class objects to work with and can start extending the creation of a town beyond what was specified in the user interface. So now I finally get to start working on the fun part of the code.
I'd really hate to even speculate on a release date for even an alpha version at this point, but I just wanted to reassure the 2 or 3 people out there that may still be interested in this project that I am still plugging away at it in my spare time (along with about 4 other hobby projects).
Cheers!
Walter
PS: If anyone is curious, the methodology I am using to generate a town is a much more rigid system than what is being discussed in the thread Jamis Buck started on generator theory. I'm using a heavily sequenced "top down" method, where the user defines an ever narrowing set of parameters to the town until a complete enough definition is created to allow the computer to "finish" the town by itself. This will introduce a lot of limitations, but it will also allow for a much higher quality output given that I can only devote a finite amount of time to the project. My generator will ONLY be for creating somewhat "average" D&D type towns.