Quote:
Originally Posted by chalon A scripting language is something like Lua. Usually in games, the actual engine is written in C++, which only programmers modify, and then you have a scripting language which you use for gameplay code. The scripting language is usually setup in a way such that both programmers and designers can edit it. So if for instance you had some NPC start talking to you, and then walk around and fight someone, that would be written in the scripting language, not into the engine itself.
I'm actually pretty perplexed by the interview comments about the tools, because Vanguard started with the Unreal Engine, which really has amazing tools (including a scripting system built into the editor, in addition to UnrealScript). It sounds like Sigil massively gutted the system if the tools were that bad though. |
If it's true, though, it certainly helps explain why the game is so buggy.
To follow up on the original question, scripting languages aren't just useful for designers. From a coder perspective "scripting" languages are often chosen for an assortment features like these:
(*)Garbage Collection.
(*)Dynamic Typing.
(*)Powerful Functional abstractions.
(*)Succinct or readable syntax.
(*)An interpreter.
When a language with those features can be used, development time will shorten and there will be fewer bugs.