My code can now do the following:
- Generate a solar system containing planets by simply instantiating a solar system datum.
- Generate a number of explorable plots of land on the planet that are populated with cellular automata generated rock structures.
- Link wormholes between solar systems for potentially unlimited solar systems.
This framework also includes a rather extensive battery of debug procs are available, everything I need to get around, see the status of variables (kudos to Hobnob for that) and to tweak them on the fly.
I do have a rather strange glitch going on with a couple of planet verbs I set up:
- The planets are set up identically, objects placed on solar system maps.
- There's two verbs set on the planets. One spawns a process that generates an additional swapmap plot for the planet. The other takes the player to the planet surface.
- For unknown reasons, some planets will ignore the verbs activation. Sometimes after I run the planet spawn verb. Other times they'll never activate for that planet.
- Other planets will activate the verbs flawlessly forever.
In any case, I likely won't be using those verbs anyway, likely activating procs directly through a 4.0x skin control, so that's probably moot.
So, basically, I've completed the framework of the universe. Now, I need to actually do something in it. That's going to involve deciding on the kind of game I want to make. I'm going to forgo all bughunting, minor functionality additions, or cosmetic improvements until I've made up my mind here.
It's a big step for me, deciding on the main mechanic is perhaps the hardest part. However, seeing how I've got this nice framework done, I've also a good place to backtrack to if it comes down to that.
If you think the problem is related to right-click verb menus, try turning the pop up menus off so right-clicking will call Click() instead. That's technically a verb as well, but it might help you debug. =)