Re: A few questions about scripting
Mickael Pointier <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Jon Watte a écrit :
> Regarding custom languages: how's the debugger support? I think the
> debugger support for existing languages (Python, Lua, Erlang,
> JavaScript, ActionScript etc) is spotty enough that I wouldn't even
> want to think about a language for which I'd have to write the
> debugger. (And a language that could be debugged by gdb would be close
> to "no debugger" anyway -- "slow" doesn't even begin to describe it,
> and all the GUI wrappers on top of it ;-)
>
--
In Little Big Adventure, the whole game ran in the tool (MegaTool), or
perhaps that was the other way around.
Still; you played the game in the tool, and when something did not work
like you wanted, you would just bash the SPACE key and some menus would
appear, then you could click on interactive elements (all shown with
clickable rectangles around them), doing that would expose the
associated script, with the game variables and flags. Then you could
edit stuff, and go back to the game play testing.
In Time Commando we tested the approach of having the tool separated
from the game, but we had in exchange a real time script debugger. You
could select up to two interactive objects, and their running scripts
would appear as a transparent overlay on top of the gameplay, with the
lines run the last frame shown in RED while the non run lines would be
shown in a different color. At the bottom the variables and flags were
shown in a similar way.
The cool thing with the real time debugger, is that it made it very
intuitive to test the distances and the activation of triggers, just
move around, and suddendly see the script run another branch of
conditional statements, move back and see the script go back to the
first branch, etc... nice for testing traps, distance triggering
behavior changes, complex interactions (like two enemies moving trying
to attack you in a coordinated way (one in front one in the back))) etc...
We also had the ugly "ScriptBreak" instruction which would just break
the game into the debugger, and also additionally a "dumb to file" the
list of statements that have been executed frame per frame.
Mickaël Pointier
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