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scripting

Started by wannabean333 Jun 26, 2004 at 1:24 PM 3 replies 950+ views
Original Post
wannabean333
wannabean333
hey everyone- I'm writing a scripting engine for my 2d action/rpg game, and I think I've hit the wall here. I realized that scripting may not be the best choice for every task, but what should be scripted and what shouldn't? Some examples of this could be: Script: menu animations, weapon characteristics, mission triggers, etc Core: physics, map processing, camera, menu processing, etc What other things fit into those categories?
C-Junkie
C-Junkie
Just ask yourself,

Does this need to be easily changeable?
TechnoGoth
TechnoGoth
The simple answer is that anything that would be considered data would fall under what you're calling scripting everything else would be part of the game engine.

The more complex answer is that your are really combinging scripting and entity data. You might consider seperating the two. For instance a weapon would be data, and a monster would be data, a monster may also include an action script that details its actions.
wannabean333
wannabean333
yeah- I was thinking about separating the two.

The reason I am asking about what to separate and what to leave to core is because my scripting engine will probably not be very fast because it loads the scripting files (essentially txt files) into arrays where each entry is a word (command, variable, operator, etc). Every loop, the array is evalutated, which I assume will be very slow. I'm going to try to limit the number of scripts by making certain specific but solid things made into core components. Is doing this bad for future versatility?

Anyway, I will hopefully speed up my script evaluation loop and solidify the language and syntax.

I don't know what else to ask you until I plan the game further.

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