Post 28 Nov 2012, 05:25 by Krom
We are discussing list of these triggers (events, states, actions) that will be available to map makers. We cant expose whole of the game functions because game keeps on developing, some methods change, some get renames, some removed - we would not be able to provide backwards compatibility if we expose everything. Also, exposing everything without proper documentation (assume that we won't do any changes to structure) is an easy way to ruin the game - some functions depend on others and some methods are expecting different kinds of data than others.
My previous Events handling system didn't worked out - it was not flexible enough for many things (yet enough for tutorials). And I'm glad that we have found its weaknesses sooner than later, cos now we replace it - it's good to be able to replace it before it got dozens of missions using it. Now we use PascalScript and it seems much better cut for the job, TD looks doable.
We could have started with implementing random triggers, but that is not as intense. It would have taken months before someone figured out how to use random existing triggers to make TD game. Instead we take scripts that we need (tutorial missions, campaigns, ask TDL) and implement their triggers - that way we have immediate result.
We do ask you to come up with ideas for what scripting should be able to do, to be able to think it through and implement it in a seamless way. You may saw how TD scripting ideas evolved from "ATTACK_WAVE" to much simpler "GIVE_GROUP" and let AI handle it. If we'd spent time on AttackWave we would spent that for no good and we'd also had to keep supporting it for backwards compatibility - thats not good solution.