BattleCommence! - A RPG Battle MicroKernel

What is this!?

BattleCommence, in technichal lingo, is a Microkernel that manages different tasks of a Battle Simulation on a RPG game. On more mundane words, it's what makes the "Random Encounters" Work!!.

With BattleCommence, RPG (or tactical turn based) developers won't have to dedicate time to the old battle routine, instead, they'll focus on content and the bigger plot of the game.

Microkernel!?

Microkernel is an Architectural Pattern, for those that haven't read or heard about this topic before, here's the abstract of the Microkernel design pattern extracted from "Pattern-Oriented Software Architecture: A System of Patterns" of Buschmann, Meunier, Rohnert, Sommerlad and Stal on 1996:

The Microkernel architectural pattern applies to software systems that must be able to adapt to changing system requirements. It separates a minimal functional core from extended functionality and customer-specific parts. The microkernel also serves as a socket for plugging in these extensions and coordinating their collaboration.

What this means, is that you'll have some basic services within the Microkernel that will let you do more reliably and easier a greater task.

What's the project status?

As of 20/12/2004 (dd/mm/yyyy) we're in the planning stage at a 70%, the remaining 30% time is being dedicated to the project on coding

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