- A new persistence layer based on NHibernate, which will store realm and player data in a relational database in real time and keep track of revision history.
- A REST API layer based on WCF, which will replace the .NET Remoting channel for communication between the control panel and game engine, and will eventually be exposed to the public.
- Decoupling of "Realm" from "Instance", allowing multiple copies of a game to run side by side.
Monday, March 26, 2012
Guncho development update
I've resumed work on Guncho and am basically working along the same roadmap I outlined in December. The first big changes, developed in parallel, will be:
Monday, March 12, 2012
ZLR bug fixes
I've pushed(*) a few changes to the ZLR Subversion repository to make Infocom games more playable. So far I'm only testing with their V5 games, since ZLR only supports V5/V8. But an eventual goal is for ZLR to be able to run and debug everything ZILF can compile, so it'll be getting V3/V4 as well, and maybe V6.
Anyway, I believe these changes will fix every Infocom V5 game -- except Beyond Zork, where the parser is still broken under ZLR. If you're brave enough to download the latest code from SVN, let me know if I missed anything in the other games!
(* yes, pushed, because I'm using Mercurial locally)
Anyway, I believe these changes will fix every Infocom V5 game -- except Beyond Zork, where the parser is still broken under ZLR. If you're brave enough to download the latest code from SVN, let me know if I missed anything in the other games!
(* yes, pushed, because I'm using Mercurial locally)
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