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Monday, October 23, 2006

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The Broken Hourglass: Modding With WeiNGINE
7:57 AM | Cord Kruse | 1 comment

Planewalker Games has posted new information about The Broken Hourglass, its upcoming 2D isometric RPG. This time Planewalker focuses on the game's mod friendly design with an overview of the WeiNGINE CRPG gamecode which powers The Broken Hourglass. By making extensive use of XML datafiles Planewalker Games has eliminated the need for a toolset.

One of the major design goals of WeiNGINE was to make it easy for developers to create playable material with a minimum of fuss, and without the need for several specialized "editors" to create game content. Instead, almost everything which represents on-screen or behind-the-scenes gamecode is stored in a plaintext XML data file. For Planewalker Games itself, it means that we do not have to spend valuable development time creating and then maintaining a raft of individual file editors, and our designers can create Broken Hourglass material on virtually any computer with access to a common text editor.

This is also of particular interest to modders because it eliminates what in the past has been a learning curve that can take years to overcome. Most game engines optimize their data files for compactness and speed in processing, rendering them machine-readable only. To understand the contents of the data files, one either needed access to development documentation (which many developers are reluctant to provide), or to reverse-engineer the data files and develop browser and editor programs specially suited to translating the game bytecode into human-readable text.

The full article is available at the link below.

The Broken Hourglass: WeiNGINE Article
The Broken Hourglass

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