Author Topic: Organized method of scripting games?  (Read 11749 times)

SarahW

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Organized method of scripting games?
« on: March 05, 2017, 03:31:31 AM »
To clear up some things, I have a vague idea of what a framework is as well as a game engine, although search results are a little unclear about this.

I'm currently making an organized menu system and organized method of generating dungeons, scenes, maps, hints so that it's not just one huge folder with random files in it.

I'm thinking of something like Hamster Game Engine, but for rogue like/Moria like games and less RPG Maker.

Certain things like pictured opened by the program the folder does not handle, and has to be done yourself. But most of the non-programming functionalities are handled by the RoguelikeGen folder.

What I'm wondering is, what would you call something like this? I tried making something like this before, although at the time I was a lot less concerned about simplification of code, so it got a lot more errors.

I tried looking on line for something like it, but most studios either make it in house, or they use something I most definitely don't need as an ASCII proof of concept game developer, such as Unity.

Thanks for reading.

Krice

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Re: Organized method of scripting games?
« Reply #1 on: March 05, 2017, 03:41:16 PM »
I'm starting to wonder if you are one of those new generation programming AI bots? I think robots have to announce their identity if asked according to the international treaties.

Ancient

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Re: Organized method of scripting games?
« Reply #2 on: March 05, 2017, 04:49:54 PM »
A similar thought has crossed my mind too. Humans can also write semi-random nonsense though. Someone without a faintest knowledge of English trying to go by some online translator for example.

What I'm wondering is, what would you call something like this?
A completely incomprehensible post. I am unable to piece together meaning behind any of your sentences.
Michał Bieliński, reviewer for Temple of the Roguelike

tuturto

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Re: Organized method of scripting games?
« Reply #3 on: March 05, 2017, 08:13:11 PM »
What I'm wondering is, what would you call something like this? I tried making something like this before, although at the time I was a lot less concerned about simplification of code, so it got a lot more errors.

I would call that roguelike engine, since it's like Hamster Game Engine, but geared towards roguelikes.
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Vosvek

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Re: Organized method of scripting games?
« Reply #4 on: March 05, 2017, 11:50:09 PM »
A framework is a collection of libraries (which can certainly have ways of handling input, scenes, maps, and so on). However, game developers need to connect all the tools and components to create that magical black box called a game engine.

A game engine is a framework that allows you to create a game by adding and altering values for scenes, maps, scripts, objects, and so on. So, you initialise the engine, add and set a scene, add an object to that scene, call the magical .run() command, and 'it just works' (the game loops, input events occur, it renders your scene, map, and object to the screen — and you, the game developer, don't have to know how any of that works).

So, the answer to whether your project is a framework, a game engine, or just a game, depends on how you plan on releasing your project:
  • Are you releasing a collection of libraries such as a menu system, a dungeon generator, and a scene and map handler (with no magical .run() command)?
  • Or, are you releasing a 'black box', where your designer only needs to create and add content, and where a magical .run() command handles everything?
  • Or, are you releasing a game, which has a game engine, and which, excluding mods and source code salvaging, is not designed to be the skeleton for new games?

With that said, terms are often open to interpretation. So don't take anything I wrote as fact. Ultimately, what you call your project is up to you. Hell, one might expect your curiosity is actually procrastination. And, if that is the case: forget the semantics, and get to work! ;)

SarahW

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Re: Organized method of scripting games?
« Reply #5 on: March 06, 2017, 08:11:58 AM »
A framework is a collection of libraries (which can certainly have ways of handling input, scenes, maps, and so on). However, game developers need to connect all the tools and components to create that magical black box called a game engine.

A game engine is a framework that allows you to create a game by adding and altering values for scenes, maps, scripts, objects, and so on. So, you initialise the engine, add and set a scene, add an object to that scene, call the magical .run() command, and 'it just works' (the game loops, input events occur, it renders your scene, map, and object to the screen — and you, the game developer, don't have to know how any of that works).

So, the answer to whether your project is a framework, a game engine, or just a game, depends on how you plan on releasing your project:
  • Are you releasing a collection of libraries such as a menu system, a dungeon generator, and a scene and map handler (with no magical .run() command)?
  • Or, are you releasing a 'black box', where your designer only needs to create and add content, and where a magical .run() command handles everything?
  • Or, are you releasing a game, which has a game engine, and which, excluding mods and source code salvaging, is not designed to be the skeleton for new games?

With that said, terms are often open to interpretation. So don't take anything I wrote as fact. Ultimately, what you call your project is up to you. Hell, one might expect your curiosity is actually procrastination. And, if that is the case: forget the semantics, and get to work! ;)

Thanks for piecing together a real answer unlike the guys above. Will take a look at this. I assure you, I'm very much human.

I'm thinking of releasing the project in a form where you still have to program things to fit together, but a lot of the process is done for you such as: generating the layout of maps, writing cut scenes and hints, and decided on monster layout ahead of time.

But you still have to program them together yourself. It's closer to yWriter than RPG Maker. It can outline your game for you, but there are magical buttons you press to fit everything all together.
« Last Edit: March 06, 2017, 08:18:58 AM by SarahW »

Tilded

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Re: Organized method of scripting games?
« Reply #6 on: March 06, 2017, 09:01:02 PM »
If you want something like this, take a look at T-Engine.