Thank you! Very helpful.
TK isn't a given in terms of being installed on Macs, but it does work on them. Plus, it's the GUI toolkit that I know anything about ;-) I have a tendency to flit between technologies... a little bit of lisp, some javascript, some PHP, etc. Part of this is about forcing myself to gain some depth.
When designing your data structures, I would pick at least two very different games (GURPs vs 1st Edition AD&D) as test cases. If the abstractions can handle very different systems easily, then you know you are on the right track.
Exactly my plan. I'm going to test it with D&D 3.5, oldskool White Wolf, and Paranoia.
As far as data persistance goes... What little I have of a workflow planned out is based on the idea that you load up (or create) a game, and it reads it off disk and keeps it in memory until it gets saved. Seems like a better fit for a JSON, YAML, XML, etc type solution than for SQLite. (Also, my experience with Amarok and SQLite makes me a bit unreasonably squeamish about it.). I'll definitely check out YAML::XS.
I'll check out Moose, but I should be able to manage this with little more than Perl's built in data types... I definitely agree on the "Composition over inheritance;" as far as I can tell, inheritance is something that is useful in either in radical redesign or in adapting someone else's code in a hurry.
I definitely want to... Do you have any suggestions for a logical first deliverable? I mean, I guess maybe a character-sheet creator would be the first step... but maybe that's too big. I'ma scared! ;-)
Thanks SO much for the PAR::Packer suggestion. I've done some things with Perl2exe, but until I have more cash flow than I do at the moment, that's not an option for anything to be distributed more widely.
In reply to Re^2: RFC: RPG ;-)
by pobocks
in thread RFC: RPG ;-)
by pobocks
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