![]() ![]() You know me, when I create games, I like to make something where the users create. Once I have a strong base of components, I will then look at the GUI implementations. When I have got a better understanding of how the component system works in future perfect, I will be initially spending my time creating lots of different components, so players will be able to easily create custom entities. I have been working on bits and pieces towards a similar end in a different component based c++ and lua engine. By fairly easily, I mean, for a competent programmer, the only challenge would be the time it would take, rather than it being complex to code. With a component system the flexibility should be there to create such a system fairly easily. Here's a screenshot to give you an idea what this window actually looks like: Eg: "Unit - Kill: Kill ' (Triggering unit)' similar to statements in a programming language, but again: everything is composed of user-selected options like from dropdown boxes and numerical inputs - no actual typing of code (though this IS another option available in Warcraft III too) If those conditions are met, then the actions are performed, one by one, in order. Eg: "Unit Comparison: ' (Triggering unit)' ' Equal to' ' Value'" Each of the underlined options is a dropdown box containing options (like "equal to", "not equal to", etc.) If the conditions are all met, then it moves onto the 'actions'. Events make the trigger check conditions. Eg: "Map Initialization" (no options) or "Time - Periodic Event: Every ' 2.00' seconds of game time" (numerical entry) or "Unit - Unit Enters Region: A unit enters ' Region'" (a drop-down box containing all the "regions" (rectangular areas specified in the editor) on the map. All 3 of the above are created through a sort of mad-libs fill-in-the-blank style gui composed of dropdown boxes and numerical fields. A map's "triggers" are composed of 3 parts: events, conditions, and actions. ![]() 10% of them to be willing to pick up an entirely new programming language on a whim, for fun? Learning a language is a serious time commitment, and I think you're severely restricting your modder-base.įor those unfamiliar, here's a brief description of the Warcraft III trigger system: Ask yourself: what is FP's target audience, and could we reasonably expect say. ![]() I'm sure I could pick it up in an afternoon or two, but then again I've got a good chunk of experience under my belt. I'm not proposing to do-away with Lua scripting, but instead to introduce a more in-between option for those who wish to make mods more complex than just using the scripts already provided, but aren't willing/able to jump into Lua, which looks pretty intimidating to someone who has never done any programming before. You can do an amazing amount of customization simply with a GUI-based scripting system built into the game. See, in games like Warcraft III and Starcraft II, you don't have to learn a programming language to make a mod. I think a blizzard-style trigger editor would go a LOOONNGGG way towards helping modders unfamiliar with lua, as well as hugely expanding the variety of player-made mods. Now I know this would be no small-task to implement, but please hear me out. ![]()
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