Editing scripts in a standalone
Shari
gypsyware at earthlink.net
Wed Sep 25 15:43:22 EDT 2002
I just realized that the inability to edit scripts in a standalone
blows the entire marketing strategy of the project I'm working on.
This program is going to have several plug ins, or additions to it,
over a long period of time. Additions that will be sold separately
from the program.
Rather than make someone download a brand new program every time he
wants to add a module, I had planned to set these additions up as
updates, that would patch into the program and make whatever changes
were needed, add images, sounds, and change the scripts etc.
If anyone has ever played Realmz, you download the engine, and the
modules run off the same engine. This would be similar, except the
modules would actually update the engine.
That way, if 5 modules use Image AAA, and it's not in the main engine
as it wasn't conceived of until that particular module was created,
the module embeds Image AAA into the engine, and all modules
thereafter can use that image easily. (No I will NOT put images and
sounds into a separate folder for the world to steal. They will be
embedded.)
As the MAIN CODE of the engine will be affected by each module, the
intention was to update it to include the modules as they came into
being. And the modules themselves would do the updating. Each
script would be versioned. And the latest script would overwrite the
older script.
To expect someone to download the entire program every time you
release a module they want, is bad programming. That's not how it's
done.
Any decent program has the ability to be patched. Especially for bug
fixes and so forth. To avoid making your users download the entire
thing.
Apparently patching is not an option, unless as Scott mentioned you
are making such an amount of money that you can buy some second,
special license in addition to the first license.
Does anyone have any specific ideas on how to deal with this? It's a
MAJOR issue for this project. I was relying on the ability to update
the program using the modules. This was a long term marketing
strategy.
Note that the modules will be using the same code as the engine, but
that the engine code will need to accomodate the modules. There's no
way to program this in advance, without the modules all being created
before the engine is ever released.
Updating would actually have added a series of if-thens to the main
code. Where a piece of code might now have 3 if-thens, each module
may, or may not, add an if to that piece of code.
The modules affect the menubar as well. As there is a menu to turn
the modules on/off, or load them, as the case may be.
As each module will affect a different piece of code, there's no way
of knowing in advance what code will be affected, until the module is
created.
This is a major setback. I am not a happy camper!
:-(
--
--Shareware Games for the Mac--
http://www.gypsyware.com
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