Profile for UserDevNerd
Field | Value |
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Displayed name | UserDevNerd |
Member number | 7479 |
Title | Apprentice |
Postcount | 4 |
Homepage | |
Registered | Monday, September 11 2006 07:00 |
Recent posts
Author | Recent posts |
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What's going on with windows testing? in Nethergate | |
Apprentice
Member # 7479
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written Thursday, August 9 2007 14:23
Profile
quote:He won the bet, actually. I downloaded it yesterday, from the mirror site - http://www.spidweb.biz/%7Eanonymous/win/NethergateDemo.exe The file is dated the 8th - http://www.spidweb.biz/%7Eanonymous/win/ Maybe Jeff is just seeding the mirrors before he makes the official notice? Its available on all the download sites I checked, he just didn't specifically link to it yet. Makes for a better weekend? :) Posts: 4 | Registered: Monday, September 11 2006 07:00 |
Developer Question for Spiderweb in General | |
Apprentice
Member # 7479
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written Tuesday, September 12 2006 07:38
Profile
Spiderweb - I kinda figured "fun" would play into it, as I've both written my own and embeded existing languages. Thuryl - As much as I would love to, I currently program about 9-10 hours a day. I don't think my sanity could handle much more. :) Posts: 4 | Registered: Monday, September 11 2006 07:00 |
Developer Question for Spiderweb in General | |
Apprentice
Member # 7479
|
written Monday, September 11 2006 13:56
Profile
Thats how they always seem to start. The scripting needs for ones self is minimial. We add what we need to get the job done and usually stop there. The interesting things is the more mod-friendly a game is, it seems the more time they spend adding additional scripting support, or working around the lack of it, when using a custom language. Oblivion for example, while in terms of mods is more capable then Morrowwind, they still spend a lot of time adding additional scripting support. Neverwinter Nights, most of the updates are updates to the scripting capabilities. Now you have things here like the Blades Of series, that a lot of disscussion is spent figuring out how to get every ounce of capabilities out of the scripting. Then games with a full langauge embeded. What people are doing with Civ4 scirpting is rather interesting. Nice thing for the dev team is they can pass the buck and say "There are X-many books available for python". Of course, they are still expanding it for Cvi4 as well, and newer updates put more of the package into the scripting language to let users do even more. But the core language stays the same, its just publishing to python additional functions. Not saying one is better then the other though. As I don't know with the Blades series for example how much time in support is spent going over scripting, vs. how much time would have been spent had a used a custom language. I am curious however if it was done over again, would anything in the language it used have changed? Blades of Avernum for example seems like a logical extension of the language used in the previous Blades and Geneforge games, so I can understand in that situation how; use what you already have rather then try and embed something new. I tend to be curious, especially in this case where its just Jeff programming everything, how much time is spent on the various parts? When you have to do AI, pathfinding, graphics, story, etc. What shortcuts are good shortcuts? And as mentioned when he started there are nothing really out there. With the advent of so many libraries in LGPL, BSD, that allow embedding, when does a solo developer start looking at them to augment his work? Pardon the long post and lotsa questions. To much coding, not enough soical interaction. ;) Posts: 4 | Registered: Monday, September 11 2006 07:00 |
Developer Question for Spiderweb in General | |
Apprentice
Member # 7479
|
written Monday, September 11 2006 11:58
Profile
This may not be of interest to other people, but as a developer I'm very curious. The Avernum and Geneforge games use a custom scripting system. I was curious why you decided to write the interpriter from scratch, rather then use something existing thats under an Open/LGPL/BSD-style license? For example, a lot of games recently are embedding Python (such as Civ4 and Freedom Force), some are embedding Lua, amoung others out there. Personally I use perl, but its a larger headache then most to embed. I was curious why the decision to create your own? Lack of time to look? Feature creep from what was originally planned? Joy of writing an interpriter? Other? Thanks. Posts: 4 | Registered: Monday, September 11 2006 07:00 |