About scripting support
About scripting support
I have considered many options and have come up that I will very probably implement scripting support to the game as the next notable improvement.
I believe there is a lot of potential game content to be made by the community that cannot be made without scripting.
I would like to hear what kinds of things people would first like to make or modify with scripts. This will help me shape the upcoming API.
I believe there is a lot of potential game content to be made by the community that cannot be made without scripting.
I would like to hear what kinds of things people would first like to make or modify with scripts. This will help me shape the upcoming API.
- Fishkilleur
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- Location: France
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Hi! Great work you've done, and great to see you're from Finland!
What I would do with scripts:
Create mobs, off course
Script triggered messages and effects for quests, special equipment and NPCs.
Give the players spells and special abilities.
Make traps and puzzles.
Tie-in third part open source code like conversation AIs, civ/strategy simulators.
Mess with the UI (not that interesting).
Create multi-block monsters.
Script faraway actions of evil bosses that influence the players.
Create unique items, mobs and blocks.
Implement special combat moves or other actions.
What I would do with scripts:
Create mobs, off course
Script triggered messages and effects for quests, special equipment and NPCs.
Give the players spells and special abilities.
Make traps and puzzles.
Tie-in third part open source code like conversation AIs, civ/strategy simulators.
Mess with the UI (not that interesting).
Create multi-block monsters.
Script faraway actions of evil bosses that influence the players.
Create unique items, mobs and blocks.
Implement special combat moves or other actions.
- titformatt
- Member
- Posts: 15
- Joined: Wed May 11, 2011 19:36
- Location: Ireland
That thread is older, but currently I am not sure anymore if scripting will be supported.
This is because there now are two people developing the game, which largely helps creating content. Also, we have figured out that if somebody can't properly code C++, they probably couldn't make anything useful using scripts either.
This is because there now are two people developing the game, which largely helps creating content. Also, we have figured out that if somebody can't properly code C++, they probably couldn't make anything useful using scripts either.
you should know, even if there are people that don't know how to programm with c/c++ there are much game designers or graphics artists that are learning c script or lua only to give their scenes a bit more functionality. artists learning at a school here in germany using the unreal engine for modelling scenes and smal games and learns lua to give that games or scenes dynamic, but they're not learning how to programm or using that knowledge too code in e.g. c/c++celeron55 wrote:That thread is older, but currently I am not sure anymore if scripting will be supported.
This is because there now are two people developing the game, which largely helps creating content. Also, we have figured out that if somebody can't properly code C++, they probably couldn't make anything useful using scripts either.
there are much more people out there that can help in content creation with lua than helping to develop in c/c++
That's great news!
I'm developing a blocky game engine myself, and I'm very excited about the possibilities of Lua scripting. Having it in Minetest would be just awesome. I'd like to share some of my ideas with you, hoping you'll find some of them useful.
Let's first answer the question from the opening post: I'd like to build turrets that shoot mobs that get too close. I want to hook functions to an NPC, so he talks to players that approach him. If he takes damage, it would be great if I could hook that as well to make nearby mobs turn hostile. I want to build a button or a pressure plate that also works with double doors. Secret bridges that materialize under a player's feet. Landmines you can hide under a block of grass or sand. Decorations.
Have a look at this draft, perhaps this illustrates the idea better. The core engine won't have fences or doors, but you can define them completely through scripts. Yes, this means you'll have to build your own fence models out of 1:16 mini-voxels, overload the "on_place" hook, and look at the neighboring blocks to decide if you need to swap them out for different models so they connect properly. But with the same functions, you can also build doors, stairs, oil lamps, window shutters, a door bell, ...
Let me know if you're interested in coordinating our efforts in some way.
I'm developing a blocky game engine myself, and I'm very excited about the possibilities of Lua scripting. Having it in Minetest would be just awesome. I'd like to share some of my ideas with you, hoping you'll find some of them useful.
Let's first answer the question from the opening post: I'd like to build turrets that shoot mobs that get too close. I want to hook functions to an NPC, so he talks to players that approach him. If he takes damage, it would be great if I could hook that as well to make nearby mobs turn hostile. I want to build a button or a pressure plate that also works with double doors. Secret bridges that materialize under a player's feet. Landmines you can hide under a block of grass or sand. Decorations.
Have a look at this draft, perhaps this illustrates the idea better. The core engine won't have fences or doors, but you can define them completely through scripts. Yes, this means you'll have to build your own fence models out of 1:16 mini-voxels, overload the "on_place" hook, and look at the neighboring blocks to decide if you need to swap them out for different models so they connect properly. But with the same functions, you can also build doors, stairs, oil lamps, window shutters, a door bell, ...
Let me know if you're interested in coordinating our efforts in some way.
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