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Random Passerby
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Personally, what I miss most is the ability to create real mods, which is rather sad since the editor has been mostly focusing on mods (changing rules) rather than scenarios (giving specific situations).
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:18
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Steve, we'll just have to wait for them to finish this:
quote:
The triggers and events are probably the coolest part of our scenario tech. They are both driven through a custom scripting language that we've developed. We went with scripts as our system for doing this for several reasons. First, the language allows scenario designers to have a huge amount of control over the game. Anything that the game can do, we can provide an interface for the designer to do with a script. ... designers can script custom, very detailed victory conditions and individual triggers that take many factors into consideration. This gives scenarios the potential to be interesting in many more ways than the standard random map games can be.
... I built the interface between scripts and the game. This library consists of hundreds of events, triggers, and information functions. Scenario designers can use these to create a virtually unlimited number of different occurrences in their games. I'm constantly adding to this library as our scenario designers come up with new ideas for things that [they]want to do with scenarios.
We also plan to create visual tools for using the scripting language easily. These should probably be sufficient for most users. [This means 'an events editor'.]
In addition, we're also working on an in-game development environment for creating and debugging scripts for people wanting to utilize the full power of creating custom scripts. [Like CTP2's SLIC.]
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BTW, that's Ike Ellis of Big Huge Games talking.
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