OT (Re: [pygtk] Napkin-project, a lot of questions)

tsr tsr.offentlig at tsr.se
Mon Feb 25 06:57:57 WST 2008


Hi, thanks for your reply...

sön 2008-02-24 klockan 22:13 +0100 skrev Filip Van Raemdonck:
> Hi,
> 
> On Sun, Feb 24, 2008 at 4:23 PM, tsr <tsr.offentlig at tsr.se> wrote:
> >
> >  Napkin is going to be an editor to ease the creation of user made
> >  content (UMC) for the game Battle of Wesnoth (www.wesnoth.org).
> >
> >  Most Wesnoth UMC is made using WML (Wesnoth Markup Language) similar to
> >  xml but with added preprocessor and [] instead of <>. (The other parts
> >  are binary files (images, music) and to a lesser extent python (to
> >  create custom AIs)).
> 
> Mostly OT, and said with little or no experience in the area, but:
> might it not be possible to look into reusing an existing linux /
> python / whatever IDE (or none of the linux / python specifically, and
> rather the whatever bits) to make a plugin or addon instead of
> creating yet another one?

I've looked into this option and while it has some advantages it also
has a major disadvantage: it's hard to hide features that are not
relevant in the context.

> In fact, if not the above, wouldn't an _integrated_ game editor be a
> better thing than YASE (yet another specialized editor)? [1]

This is my long-term goal (to first create a YASE using python/gtk) and
later when it has matured some (has all the features/logic in place,
etc) to port it to c++ using a similar interface that the game has and
also integrating the current wesnoth map-editor that already exists. For
project-specific political reasons I don't think that another approach
is feasible

Other drawbacks are that I don't get to teach myself python (and gtk) in
the process and that I probably wouldn't even think it's possible to
start the projekt if I had to write everything in c++ with some custom
widget set. Like this I'll have some nice knowledge of python, pyGtk, c
++, etc in two years instead of another itch that didn't get scratched.

/tsr



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