Update on the World Generator

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A brief update on the state of development of world generator


I was pleasantly surprised today when a reader kindly reached out on Facebook and asked about the state of world generator I built over the course of 2014 using PHP. He rightly pointed that I have not mentioned it since 2014 and asked if was still developing it.

The quick answer is: yes, I am.

The slightly longer answer is that in 2015 I started re-writing it in Python but haven't got around to blogging about my progress. I haven't worked on my blog much because I've been trying to write more fiction and I now have three young kids to take my time.

I decided to re-write the app in Python because, as much as I love PHP it limited the generator to the web (and the command line). Python opens up the potential to deploy on a wider variety of platforms including the command line, web (rich web app or restful API) or even a graphical desktop application.

Here's a look at the entry screen for the command line app:

World generator app, CLI version
World generator app, CLI version

So far I've separated out the code into core business logic (written as Python modules) with the ability to import these into whatever UI layer I want to use. This makes it much cleaner, versatile and easier to maintain than the PHP version.

Another reason why I haven't blogged much about the subject is because I haven't really settled on the persistence layer. Originally, I was using a nested directory structure with data stored in a mixture of markdown and json files. This was so the data was readily accessible for editing outside the app and to make the data easier to version control with Git.

I have largely replicated this in Python but I'm debating whether to use an SQLite database. I may even decide to code for multiple persistence layers, letting the user choose what format suits their needs.

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