Re: A few questions about scripting
James Milne <[email protected]>
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Tool = Game, Game = Tool, it's the only way forward James On 29 Apr 2010, at 20:57, Mickael Pointier <[email protected]> wrote: > 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 > > > > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com