Re: [pcgen-xml] Shooting the engineers and building the darn thing
- On Fri, Mar 07, 2003 at 11:09:40AM -0500, CC Americas 1 Carstensen James wrote:
> Keith,We don't have a formal method of documenting the designs yet, and we
> We're all fired up to go, but the past few days have been debating
> important but not show stopping points. I'd like to actually jump in
> and start working out conversion XML, and convert a few files with it to
> see if it works.. I think this will show the strengths and weaknesses
> from the practical side, which will add to all of our discussions on the
> theoretical side.
> Do you want to assign me a file type to do, or should I just dive in and
> let you know what I'm working on? Whatever gets done first will most
> likely have to be redone as we standardize more, get into the groove,
> and work out our style, but something still has to get done first and
> I'm willing to do it.
> You've given us plenty of guidance, and there are lots of examples of
> you've posted. I guess my focus for this phase would be:
> (a) Following your guidelines and examples.
> (b) Duplicating current LST functionality exactly to keep code
> conversions to just loading
> (c) Maximize (hopefully 100%) that XML data comes from LST data to make
> converting easiest.
don't want to actually *do* the conversions yet. For now, do some
examples that demonstrate the XML syntax. For example, we don't have a
good way of saying 'a spell consists of ...', but we can do:
<!--- und so weiter -->
Pick varied examples, including simple ones and complex ones. To quote
a Perl philosophy, we want 'easy things easy and hard things possible'.
If the common case is difficult to use, we don't have a good design
(in either the XML or the base (game) system, depending... there are
certain things in d20 that, if I ever find the person who designed them,
I'll happily shake him by the throat... <g>); if something is difficult
but doesn't come up often because it's a weird rule or something, I'll
PCGen: <reaper/>, smartass
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