Re: A few questions about scripting

Marc Hernandez <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
  For Stranger's Wrath I didnt put in structs or new and we got
through it without hacking around either one.  However if I did it
again, Ide probably put them in.

  For loops, I just slept the script after a low fixed count of iterations.

On Tue, May 4, 2010 at 12:07 AM, Javier Arevalo <[email protected]> wrote:
> On 5/3/2010 11:30 PM, Jacobo Ríos wrote:
>>
>> I realized that most of the time it's ok to have if's, elses, whiles, and
>> some functions... but the moment you write a single 'struct' on it then you
>> should start thinking if that's really something for the scripting system or
>> for the core base of your game.
>
> In Praetorians, we consciously limited the scripting language to not have
> functions or loops for the same reasons. By the end of production, some
> mission scripts were using horrible hacks to emulate these features
> (single-frame states, constant back-and-forth transitions, etc). The
> [Prototype] mission scripting system was supposed to be purely event-driven,
> but of course it ended up having a heartbeat event every frame. I'm sure you
> will see the same with structs.
>
> --
> Javier Arevalo
> http://www.iguanademos.com/Jare
>
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>



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