Trailcrest is also designed to load a lot of the changing elements of the game, such as content, from external Ratscript and XML-based configuration files, allowing for more rapid game development.
Trailcrest was originally designed as the "game core" for Operation SpyRat, taking its first solid form in ActionScript. It was intended only to manage scores, player data, and some advanced features that Adobe AIR did not by default.
|(Unnamed) 1.0||Visual Basic||SQL||Scoring, hard-coded content, user profiles.|
|Trailcrest 1.1||Python 2.7||SQLite||Expanding scoring, early registration codes.|
|Trailcrest 1.2||ActionScript 3.0||XML||Ratscript 0.1, rewritten user profiles.|
|Trailcrest 1.3||ActionScript 3.0||XML||Ratscript 1.0, object-oriented user profiles, content engine.|
Versions 1.1-1.3 used Latin names for classes. However, with the restructuring for C++, these names were dropped in favor of more commonplace (and thus, easier to remember) names.
Trailcrest versions are named after elements.
|v1||Iridium||Solid, reliable, rare.|