Matthew Kendora ([info]mkendora) wrote,
@ 2007-03-27 05:43:00
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Projects update and more
Unrequited is on hold. It's not that I don't know what to do, it's that I'm just not feeling the mood anymore for that.

As far as my mainline stories, A New Reality is on the table getting a descriptive upgrade. So far, it's not much, but I think in the end, you'll agree that the world is more colorful and solid than before. I added 14 words to one page, and it totally made a difference, just saying that a door was made of oak, or that the lantern glowed orange.

Soggy Nachos is idle, and will be for a while.

my as of yet nameless scripting language has been fleshed out a little. I have no idea what the actual storage format will be, though. That's important, since it will affect how I structure the named editor that makes life much easier than using notepad, or emacs for the truly disturbed. Seriously. This ain't C. It doesn't work like C. It should not be editted like C. This is designed to enable the creative mind to write an interactive epic. It is not designed for programmers. You have C and C++ and C# and Java and python and LISP already. This is programming for the storyteller. You are not intended to create rigid flow control. You are intended to take advantage of the block structure of the language. You aren't intended to develop a thread library for it. You are intended to make use of the various priority, stop, and exclusive bits, as well as the flow control halts to make interesting and sane plots. You aren't intended to write an mp3 decoder in this. You are intended to have the option to map new functions into the script processor to tell your mp3-based sound engine to change songs. Get the idea? It's not meant to do everything, it's meant to make it easier for you to create a game script if you are not a code monkey. That means a smart, custom editor. For the love of all that is holy, don't use notepad!

That aside, I'm working out the feature set (and the keywords) that will eventually turn into the actual language. Then I have a lot of work to do before I can test, but it should be simple enough to rig up a console application as a testbed. The fun is that the script executes in an unreadable format. It'll be faster, but harder to debug. Oh, and all the script processor gets is basically a "state update" message. It doesn't really "know" what it's going to do. Inefficient, to a point, but it lends itself to reuse much, much better than a per-game mechanism.

Next up, shopping for a real capacity upgrade in mp3 players...


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