Tuesday, June 5, 2012

VIDEO: Lua Battle Engine Test

There's a lot to catch up on, I know, but I find that if I dwell on what I haven't said, I won't say anything.

Lately, I've been re-energized with regards to game dev and have vaulted head-first into writing a scripting engine to facilitate this desire.  

In college I began messing with Lua before my team deemed it unnecessary for our game.  I understood it in concept, and liked the idea of it, however I found it really hard to approach due to the lack of syntax highlighting, debugging and error-handling.  Since I was not the gameplay lead, I had little say in how the logic was handled, and as a level scripting engine, it was highly unnecessary.  We really only stored the locations of objects for each level.  I never had a reason to stick with it after Particle Panic! removed it from the design, as my own projects moved away from known programming languages into the world of ActionScript, Java and Objective-C.

Times have changed, dear readers, and now I've not only picked it up again, but I've successfully scripted an entire rudimentary battle scenario!  The only thing the C++ console app does at present is initialize the Lua libs and dofile('./startup.lua').  I'll devote a couple of additional posts about Lua in the near future, but without further ado, the video:


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