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From Asgard
Welcome developers! This tree of articles pertains to development, releases, and specification. Interested in helping develop? We'd love to hear from you. Please read the Developer Info article for first steps. It goes over the process of getting accounts setup and configured so that you can work on the project.
Contents |
Releases
| Project | Due | Description | Status |
| Asgard 0.4.0 | TBA | Graphical Map Demo | 0% |
| Asgard 0.3.6 | TBA | Create Map Class to store MapObject hierarchy. | 0% |
| Asgard 0.3.5 | TBA | Implement SysComp commands. Add Typing to Console. | 0% |
| Asgard 0.3.4 | 07/17/2010 | Tuneups to Console, Database, and ITC. | 100% |
| Asgard 0.3.3 | 09/04/2009 | Graphics Engine | 100% |
| Asgard 0.3.2 | 11/02/2008 | Infrastructure Cleanup | 100% |
| Asgard 0.3.1 | 10/01/2008 | Debugging Console | 100% |
| Asgard 0.3.0 | 10/09/2007 | Map Work | 100% |
| Asgard 0.2.5 | 02/02/2007 | Run, Defend, Cleanup | 100% |
| Asgard 0.2.4 | 11/14/2006 | Better Data Storage/Retrieval | 100% |
| Asgard 0.2.3 | 10/10/2006 | Add White and Black Magic. | 100% |
Suggested Features
Have a feature idea? Create a new article detailing the feature enhancement and attach it to the Suggested Features Category. During release planning we'll assign well described Suggested Features to the upcoming releases.
History
Asgard started in Summer '06 as a Python project. While Python is strongly typed, we found the lack of visible typing a hindrance to our goal of developing an extensible game engine. That said, we loved the flexibility and ease of use that Python brings to the table. So in February '07, we switched to a C++/sqlite3/SDL platform and began making a clean start from the ground up. We intend to keep our Python roots by driving the Asgard engine in the Python environment.
The goal of the 0.3.x series of releases has been incremental steps towards a large scale Map. We began by implementing a database accessing system for pulling in MapObjects. Later we introduced a text Console as an interface for controlling the engine--and initially database loading. As more code modules began to develop, we found it necessary to break the code up into SystemComponents--which are threaded spaces of operation for a particular set of related actions.
In 2009, we introduced our layered GraphicsEngine. The code is now coming together and we're ready to begin our Map component. The goal is 0.4.0, a simple Map demo.
Meetings
If you have any Asgard meetings - please try to document it on the meetings page. You don't need to go into great detail about all topics discussed but it is probably good to at least capture the date, team members present and the purpose of the meeting. The idea is to avoid letting good ideas slip through the cracks because they were discussed at a meeting far in advance of a release and then promptly forgotten during the actual release.
