WHAT YOU LOOK FOR IN A RPG-MAKING LANGUAGE?
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I'm just putting the finishing touches on a language I quickly invented to do the event scripting in my WeaponBirth engine (it works except for this weird bug when compiling folders of scripts) and I'm kind of wondering...
Modifying/Creating your own engines isn't it- I'm not talking about typical languages for engine development, I'm talking about event scripting. It's the language you define every npc, every quest, and such with.
Often you'll probably write some extra mechanic with the event scripting languages of RPG Maker (when it wasn't really designed for that) which also isn't quite it- but often you'll have events happening at the same time anyway. In games like Oblivion, quests are common events constantly running every so often to check the state of things and see if the quest has updated.
Now, what are the things you like, and the things you don't like about any one of the languages you have been using to script events for your RPG?
Modifying/Creating your own engines isn't it- I'm not talking about typical languages for engine development, I'm talking about event scripting. It's the language you define every npc, every quest, and such with.
Often you'll probably write some extra mechanic with the event scripting languages of RPG Maker (when it wasn't really designed for that) which also isn't quite it- but often you'll have events happening at the same time anyway. In games like Oblivion, quests are common events constantly running every so often to check the state of things and see if the quest has updated.
Now, what are the things you like, and the things you don't like about any one of the languages you have been using to script events for your RPG?
I like it to be obvious. And to be honest I like it to be very specifically made for RPGs. There's a word for that scripting... Very High Level I guess. or very low level? I don't know which is which.
Essentially there should be stuff like for inventoryitems: "iPotions.quantity = 5;" which sets the quantity of the item named "iPotions" (or possible Potions with the little i automatically added so it's easy to notice as an item) to 5 in the inventory.
If that's what you mean that is. Essentially just like rpgmaker it should be easy to make all sorts of different RPGs but it should be really difficult to make a word processor.
Essentially there should be stuff like for inventoryitems: "iPotions.quantity = 5;" which sets the quantity of the item named "iPotions" (or possible Potions with the little i automatically added so it's easy to notice as an item) to 5 in the inventory.
If that's what you mean that is. Essentially just like rpgmaker it should be easy to make all sorts of different RPGs but it should be really difficult to make a word processor.
The two things that irked me with Rm2k/3 (and even the basic VX stuff) is the lack of flow control and the inability to reference every property of the objects in the engine.
So, for flow I am talking about if elseif else, being able to logically combine expressions, while loops, for each loops, case statements, etc...
For objects, it bugged me that I couldn't reference an item's name in Rm2k3 (for example), or the ID of the class, or the class name of a hero...things like that.
Is that what you're looking for?
So, for flow I am talking about if elseif else, being able to logically combine expressions, while loops, for each loops, case statements, etc...
For objects, it bugged me that I couldn't reference an item's name in Rm2k3 (for example), or the ID of the class, or the class name of a hero...things like that.
Is that what you're looking for?
post=134768
The two things that irked me with Rm2k/3 (and even the basic VX stuff) is the lack of flow control and the inability to reference every property of the objects in the engine.
For objects, it bugged me that I couldn't reference an item's name in Rm2k3 (for example), or the ID of the class, or the class name of a hero...things like that.
yesss this! I think one thing that would help developers using languages/engines like these would be the ability to quickly edit things and apply them universally and retroactively. Having things like being able to call item names is a great example. Say I have thirty chests with the message "Hero found Potion" but I want to change the name of "Potion" to "Tonic", then I have to go back and change all of those messages instead of changing one word in the database. If I only had to do it once (once thirty times) then fine, but RM2k3 is filled with roadblocks like these that see you constantly trying to go back and fix things instead of the system letting you intuitively design setups to help you out.
Common events are a great way to bypass this, but the idea of a "common event" should be greatly expanded. Being able to set up a common event for chests and then having an event be "Change Variable: Item= 8" and then "Call Event: Chest" and having the common event take care of the rest (Setting up the name of the item and the message with the syntax you're using, adding the item, et cetera and hitting an auto-switch for that chest) would be loads faster. I know RMVX has chest events similar to this, but there is no reason that the idea couldn't be taken further. Streamlining the development process is something fundamental to most languages but almost completely absent from RM2k3.
Looking for greater support what stepping on specific tiles does (2Kx was fine with this, XP also works close, but VX is completely missing it). Also, more event opportunities when a party member does something (like doing a critical hit, winning a battle, leveling up, learning a skill , maybe more).
As someone that programs software for a living...
People look for ease and fun while they are getting work done. I've had plenty of people tell me they'd rather click and drag something than click something. People are strange with what they want. That is why Windows 7 has a shake window option to make windows side by side instead of the menu option they always had to do the same thing. Shaking = fun. Right mouse clicking, and picking from the menu is not.
"Quickly invented" is never a good term to use. Whenever I quickly invent something, it takes weeks to pollish it.
People look for ease and fun while they are getting work done. I've had plenty of people tell me they'd rather click and drag something than click something. People are strange with what they want. That is why Windows 7 has a shake window option to make windows side by side instead of the menu option they always had to do the same thing. Shaking = fun. Right mouse clicking, and picking from the menu is not.
"Quickly invented" is never a good term to use. Whenever I quickly invent something, it takes weeks to pollish it.
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