[ian-reeds-games] Re: A big response email

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sun, 13 Jan 2013 18:43:14 -0500

Hi Ian,
Yes, that helps alot, thank you for explaining your point of view. Hopefully it 
may be what you said. I don't know if there is any script borrowing etiquette 
involved though. Would carlos or other script writings have no problem with 
that? 

On a new note, I checked out the map pack page, and I like what you did with 
the stable/testing note after the maps.
     
al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Ian Reed 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Sunday, January 13, 2013 6:04 PM
  Subject: [ian-reeds-games] Re: A big response email


  Hi Allan,

  I understand where you're coming from.  As you say there will be some 
  divide.
  And even the idea of me needing to support both points out that I will 
  not have quite as much time to devote to creating new flags.

  You said: it is inevitable that scripting would overshadow eventually 
  the non programmers.
  I say: Yes, scripting will allow for some map creators to create 
  features I have not yet gotten around to doing in a user friendly way.
  So it is like a feature that only some people can take advantage of.
  My hope is that scripts would be shared so that everyone can benefit 
  from them.
  Say for instance that Carlos writes a script that makes a skill do drain 
  life the way he thinks it should be done.
  I would hope that things can be setup nicely enough that you as a non 
  programmer can copy his script and paste it into your map pack without 
  needing to understand his code at all.
  Then in your skill file you would add a flag like perform=drain_life 
  which would call his code and the rest is not for you to worry about.
  Carlos would be using the same perform=drain_life flag so it should be 
  easy enough to look at his flag and determine how to make it work in 
  your own maps.

  Will that be the reality?  I can't say for certain, obviously if 
  scripters set out with this goal in mind it will help things.
  And you can believe that it is the goal I set out with.

  Here is the starting paragraph from the map scripting guide I had 
  started on:
  Before I delve into how to write scripts in Tactical Battle, I'd like to 
  clarify that this ability is not needed to make awesome maps.
  It is meant only for very advanced situations and can be difficult to learn.
  The flags and the basic files formats allows for so much flexibility in 
  a much simpler fashion that leaves the ugly coding to me.
  It is always a better idea to see if what you want can be accomplished 
  through the normal use of flags.
  Another way to think of it is that the flags are features that I have 
  implemented in a user friendly way whereas scripting is a way for you to 
  try to implement features yourself.
  // end of user guide snippet

  Here's one more note to let you know how important it is for me to 
  continue to support non programmers in a first class way.

  I've released 2 audio games.  One is AGE and one is TB.  Now they are in 
  different genres and that may account for a bit of the difference in 
  popularity.
  AGE requires heavy scripting though it has some ease of use for defining 
  locations and objects.
  TB has been almost completely script free up to this point.

  I've had only 2 people who started writing adventures in AGE.  I've had 
  a lot more people working on map packs for TB.

  To me this shows the benefit of having an easy way to make maps versus 
  scripting.

  Well, I believe I will still move forward with the feature and I hope 
  this email makes you feel a little more at ease or at least confirms 
  that I do understand your point of view and don't want to exclude non 
  programmers from making maps or let them only have the bones of the 
  scripters meals.

  All the best,
  Ian Reed

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