Blog: "Tech feature: Scripting overview #1" - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Frictional Games (https://www.frictionalgames.com/forum/forum-3.html) +--- Forum: Blog (https://www.frictionalgames.com/forum/forum-23.html) +--- Thread: Blog: "Tech feature: Scripting overview #1" (/thread-8954.html) |
Blog: "Tech feature: Scripting overview #1" - Thomas - 07-04-2011 Me talking about script basics. http://frictionalgames.blogspot.com/2011/07/tech-feature-script-overview-1.html RE: Blog: "Tech feature: Scripting overview #1" - WindexGlow - 07-04-2011 Frictional is what set me on the modding path, and I remember just how useless I was, probably 14 if that. I had never touched a modeling tool then, and since I have used the same one : Maya. I never touched a scripting language, and now I'm programming (well...scripting) my own game using Unity3D. In fact, that game is a survival set up in an office. My first scene with penumbra was an office. Odd how that goes around :p So I can kind of understand just how much this is going to make developing your game easier. Expect a lot more polish and more complicated scripts, guys. If even things like movement is done via script, I'm sure entirely different games may be possible. Also, youtube comments FTW Depth : the dark decent & Amnesia DCL. RE: Blog: "Tech feature: Scripting overview #1" - nemesis567 - 07-04-2011 Oh, I miss C++ scripting. You made me get onto it again! It's similar to Angel Script. RE: Blog: "Tech feature: Scripting overview #1" - Tottel - 07-04-2011 Looks really handy. Working on a map and constantly having to reload was quite a pain at times. Not to mentionwhat it must have been to develop all current Frictional Games' games. RE: Blog: "Tech feature: Scripting overview #1" - nemesis567 - 07-04-2011 yeah, it will be a lot easier RE: Blog: "Tech featuScripting overview #1" - Thomas - 07-05-2011 (07-04-2011, 08:05 PM)Tottel Wrote: Working on a map and constantly having to reload was quite a pain at times. Not to mentionwhat it must have been to develop all current Frictional Games' games. Note that when map scripting you actually get a lot of these features as well. There is a button in the Debug menu for only reloading scripting and any errors in script pops up just like in the video. This scripting (which now is used for the entire game) is based on the map scripting. RE: Blog: "Tech feature: Scripting overview #1" - nemesis567 - 07-05-2011 Debug is easier than ever. That thing about compiling on task change may not be so efficient if the script is really huge, I guess. Or am I mistaken? RE: Blog: "Tech feature: Scripting overview #1" - laser50 - 07-05-2011 Awesome! Oh, by the way Thomas, In your video, One folder said "Amneia DLC" Should be Amnesia DLC?? RE: Blog: "Tech featuScripting overview #1" - Thomas - 07-05-2011 (07-05-2011, 01:08 PM)nemesis567 Wrote: Debug is easier than ever. That thing about compiling on task change may not be so efficient if the script is really huge, I guess. Or am I mistaken? It only recompiles files that have changed so should not be a problem. |