Submissions by Kurushi tagged mektool

I have the parser nearly working! It should be running correctly now except for one detail: currently, the identifiers (names) for the systems will halt parsing as a failure instead of storing them for later resolution. They should basically act like variables in a programming language, but I haven't implemented the storage for them yet. Once they are de-referencing correctly, stage 1 of writing the parser in Haxe will be complete. I will be fully caught up with what I have in Scala, and can begin adding the rest of the mech building rules to the engine.

I've been writing unit tests while I wait for a response from the parsing library creator about my issue. Currently, I have implemented around 65 properties for various mecha components, and there will need to be 2-3 tests for each. Eventually, I will need to add tests for roughly 10-15 mecha systems, the 7 servos which house all mecha systems, and a number of tests for the special cases like propulsion systems and transformations. All in all, a couple hundred tests to ensure everything is working at a basic level. Not very exciting, but definitely worthwhile when I need to change something, and a test can tell me immediately if I broke some core functionality.

Also, here's an example of what the mark-up language looks like so far (it's just a text file). It's based off the original Gundam. Equal signs are essentially double-slash comments, anything after them on a line is ignored by the parser.

RX-78-2 Gundam.mtz1kb
3 downloads

So I've actually moved a significant portion of my Scala code to Haxe, though I've ran into a problem with the library I'm using (though it could be on my end...). The tool itself is meant to have two parts: the engine, which consists of a mark-up language of sorts and a parser to check the design calculations; and the UI, which (hopefully) will end up looking like a HUD or datapad ripped from 80's/90's mecha/cyberpunk anime (Gundam, Akira, Evangelion, etc.). I haven't even started the UI, though the Scala-version of the engine is around 20-25% of where I want it, mostly a proof-of-concept.

The idea is to make the design as simple as possible. Instead of writing out every detail of price/weight/damage/etc. for each item in the mech, you list the mech's equipment, structure, and load-out, and the tool analyzes your design and lists any errors or inconsistencies in the calculations. Using the engine directly would be similar to using a compiler for code. You give the engine a text file, and the engine returns the exact same file with added notes where appropriate. Eventually, the UI would work by updating an internal "file" in memory, feed the file to the engine, and use the errors and such to respond to the user with various cues, (such as simple color flashes, sound clips, or text hints) hopefully in a way that mimics the feel and images of those famous shows.


Also, I'll return to MGS eventually. I love Mechs, and I most certainly want to finish my game with them. I just tend to get too wound up in details and "the systems" of a game after working on them for too long, so I'm taking a break to refocus and gather my thoughts.