Monster 0.8 + Tutorial
janderson
askme at me.com
Tue May 13 08:48:28 PDT 2008
Nicolay Korslund wrote:
> Thanks for the helpful feedback and ideas.
>
> It would be interesting to hear what kind of projects you have worked on, just to
> get some context around it, and if you have some other ideas for what a
> scripting language / framework could contain. If you want to share that kind of
> stuff, of course.
>
> - Nico
- 2D/3D Space fighting game. Used Lua controlling the game by terminal,
recording/playback of the game and game logic rules.
- FPS (scripting was used for AI and game logic rules -> Health appears
here after you kill this guy)
- Barnyard ("Kinda" open world with minigames instead of fights,
scripting was used for AI and quest system)
- Startrek MMO (scripting was used for spells, special effects,
communication between the server and flash on the client)
- Secret project at Riotgames http://www.riotgames.com/ (can't tell you
about this yet).
Ideas:
It seems that every time I've used scripting languages the design has
come out slightly differently. I think being able to represent a state
machine in its simplest form would be really useful. Simple/easy to use
binding to the C++ / D would be useful. Being able to easily move parts
of the scripting language back into C++ when it becomes slow (ie similar
syntax). Being able to record and playback script commands would be
nice, although I'm not sure how many people would use that functionality
other then myself.
The biggest reason I get for using a scripting language is faster
iteration. That is why automatic reload is a very important piece.
Finally, (one I can't put my finger on) a reason to use a scripting
language other then iteration. I think the scripting language needs to
provide something that would be more difficult to do in C++ / D.
-Joel
More information about the Digitalmars-d-announce
mailing list