Here you can find various files that we’ve released.
If you want to take a close look at the structure of the server, you can browse the Javadoc here!
To learn more about the CORBA interfaces that we have created to define the exact client-server communication, click here!
The final documentation, required to finish our practical assignment, is now available in PDF format!
Here you can take a closer look at the inner workings of the game. We’ve used a modelling tool to visualize part of the terrain core of the game engine. You can see that an abstract tile is implemented by various terrain types, each of which have different properties. On a tile, zero or more abstract units can be stacked, which in turn are implemented by the actual unit types. Note that the classes in the diagram are not complete; they have been simplified for the webpage. Full diagrams will be present in our final documentation.
Because Age of Magic has such vast amounts of data (for instance, more than a hundred units are available in the game), we had to find an easy way to store and retrieve it. In the case of units, XML allows us to store various types of data, such as combat statistics, but also help texts and skill abilities, within one particular file. This also means that the game is easy to modify and possibly, in the future, extend, even for people with little programming knowledge. And because XML is style independent, stored data can be represented in as many different ways as an application wants. Here, you can see what a hero or a troop unit looks like. If you want to know about the XML technology in general, click here.