Rendering pipelines: Currently using a different pipeline per OS. Eventually move to LWJGL ?
The game doesn't come with Java JRE installers for every platform. It already has copies of these and installs them into game directory, then it uses the right one, when starting it for one specific platform. This way, the user is never ever confronted with Java.
Uses Batch to Exe wrappers for Windows
Uses Bash files for Linux
Unclear as to what to use for Mac
An 2D side-scroller Engine called 'White Alchemy' is developed for and parallel to this game.
White Alchemy might replace Java2D with LWJGL if members can provide convincing code and usage.
Whether or not to use a patcher remains unclear. Patcher requires a server to be present all the time. Most likely there will be old-school updates, the user has to download, and which will then install and replace the files, updating. Similar to say DirectX updates or any 2000-2008 PC game patches.
The game shall be easily to port to 'any' system if necessary. One example which helps in this regard, is that it doesn't use mouse inputs.
Patrik writes code not in Java code convention style. As a result White Alchemy and all the other stuff uses his convention.
public class Lol{
public void shittyMethod(){
for(int i = 0;i<10;i++){
System.out.println("Nobody can read this!");
}
}
}
public class Yeah
{
public void niceMethod()
{
for(int i = 0;i<10;i++)
{
System.out.println("Everyone can read this!");
}
}
}