Nah. The adventure CYOA mode is going in right now, built in XML. It even links up to the combat engine, very roughly right now, and I'll see if I can't make a full model of a city toni--
--wait a second, I have work tomorrow. That's no good. Well, at least my mojo held out this far!
I have the advantage of totally standing on the shoulders of giants, here. Without olemars's and Quadko's image exporters, I'd be screwed, and I'm going to use Quadko's world map data before too long as well. Battle + CYOA + map = the point at which it stops being a crummy toy and becomes an honest-to-god remake, however poor.
Honestly I could use some advice on how exactly to write the pathfinding for combat. I've never worked with non-grid-based pathfinding, and if anyone has some cherished articles on the subject, I would appreciate them. Also, I'm a little irritated that I'll have to hard-code a lot of adventure data: No matter how much XML you throw at it, eventually the game needs some real logic in the CYOA bits. I feel like I should use a scripting language for that, but I hate scripting languages, and I utterly loathe Lua. Could anyone suggest other scripting languages that might be useful for things like "This CYOA card says 'Attack the bandits', then calls a script that generates the enemies and enters combat", or "This card should contain the location and date of the next Witches' Sabbat, so call this script to retrieve it"? Or, possibly, compel me not to hate Lua so much?
Thanks!