Being the aforementioned brother “currently working on some coding”, I guess I can provide an update.
I’ve been working on a number of PBEM improvements to TripleA, with success. Our test game has been at a stalled pace for some time because I am generally busy, and have been putting any free time I get into hacking TripleA instead of playing it (no really, it’s not because I’m getting spanked in that game!). As a result, I expect to have a new jar file for TripleA (Stable 0.8.2.2) for beta testers to play with by the end of the weekend. I am currenlty putting on some finishing touches.
The overall goal is to make TripleA the easiest way to play PBEM games, even if your opponent chooses not to use TripleA.
Here’s a summary of work done so far, for those interested:
- new screenshot and turn summary / history log features
- auto-post end-of-turn screenshot to a public image server
- auto-post end-of-turn summary, save game file, and screenshot link to A&A.org Games In Progress forum
- improved the UI behaviour for default selections when moving units and loading/unloading transports
There have been some comments about TripleA not being a map editor. The ability to freeform-edit a game-in-progress in an auditable fashion is next on my list of things to tackle. This is a tricky undertaking and I am engaged in design discussions with Sean Bridges (the TripleA author/maintainer).
Stay tuned this weekend for an initial beta of my current changes.