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Projects Stranded III Dev. Blog - Comments DC has written
@ Nem: I'm not sure. There will probably be skills again which improve certain actions. Maybe there will be more general stats that improve the health and other stuff as well. I also planned to make armors and clothing and stuff that you can craft yourself and wear. I'll post more about this in the dev blog as soon as I'm sure how I'll do it.
@ Z-: I don't plan to make a browser version. Unity doesn't allow DLLs in browser versions for security reasons but I need those for Lua scripting and most of the in-game stuff will be scripted. No Lua, no game.
@ Z-: I don't plan to make a browser version. Unity doesn't allow DLLs in browser versions for security reasons but I need those for Lua scripting and most of the in-game stuff will be scripted. No Lua, no game.
Great news i bet.
Love the way DC adds lua stuff, it makes game highly customizable, and thats great.
About weight:
There's should be shown max weight that character can carry on and max weight of bag. Bag's weight should be like 2 or 3 times bigger than character's because it's bag's carry-space, not character's. For example: character can't carry 60 kg, but he can put stuff to his bag like for 150 kg max.
The character's max carry weight can be increased by his level of strength, but I have no idea what can be used to make the level higher or lower.
About space:
Space is needed to make the game much more realistic. For example: a small heavy piece gold - takes a small space but it's heavy; big balloon - not heavy but takes a lot of space.
I hope you understand it.
MAX-russia has written
My suggestion is to make the bag's space limited only by space and weight.
About weight:
There's should be shown max weight that character can carry on and max weight of bag. Bag's weight should be like 2 or 3 times bigger than character's because it's bag's carry-space, not character's. For example: character can't carry 60 kg, but he can put stuff to his bag like for 150 kg max.
The character's max carry weight can be increased by his level of strength, but I have no idea what can be used to make the level higher or lower.
About space:
Space is needed to make the game much more realistic. For example: a small heavy piece gold - takes a small space but it's heavy; big balloon - not heavy but takes a lot of space.
I hope you understand it.
About weight:
There's should be shown max weight that character can carry on and max weight of bag. Bag's weight should be like 2 or 3 times bigger than character's because it's bag's carry-space, not character's. For example: character can't carry 60 kg, but he can put stuff to his bag like for 150 kg max.
The character's max carry weight can be increased by his level of strength, but I have no idea what can be used to make the level higher or lower.
About space:
Space is needed to make the game much more realistic. For example: a small heavy piece gold - takes a small space but it's heavy; big balloon - not heavy but takes a lot of space.
I hope you understand it.
Very good but 150 KG O.o It's too much even for a bag ;p
edited 1×, last 21.01.13 11:04:06 pm
I'm not sure yet what to think about the shared ID-space for objects, items, units and infos. yes, it may simplify some things but on the other hand I think this has the potential to break loose some giant shitstorms...
the graphical interface for setting variables may be nice and all but someone who wants to do "real" scripting will still prefer a separate external program.
about the variable types: why is there no boolean?!
also, are arrays possible yet?
and last but now least: lua.
I seriously hope you'll change this again, as I stated before.
the "syntax" - if there is one - is honestly absolutely horrific!
at least make it so that it is optional to write semicolons and {} brackets and all that stuff, kind of like a dialect. you could just put another parser in between the code and the actual lua parser which removes these things again or really ANYTHING but please not pure lua (or at least not only!).
even optional syntax symbols add SO MUCH to the readability!!!
Hurri04 has written
at least make it so that it is optional to write semicolons and {} brackets and all that stuff, kind of like a dialect
Yes, hack into the lua parser code to make the same mistakes javascript and C did.
edited 1×, last 22.01.13 05:51:43 am
If you're bugged by all of this, there's a nice language transformation library out there (http://metalua.luaforge.net/quicktour.html) that allows you to do exactly what you described; but IMO (I specialize and am currently conducting research in formal programming language theory; while this doesn't encompass language design, I have worked with a myriad of rather exotic languages and Lua does pretty well in comparison), Lua does a pretty good job of maintaining a balance between expressiveness and conciseness so that it's pretty easy to glean the semantic of most programs by just reading it out loud or forming its functionality into prose.
Hurri04 has written
WTF. As long as you follow the code guidelines Lua is perfectly readable. Have you ever seen Python code? It ONLY uses indentation (not even the begin/end type of code Lua uses) and it's still nice to look at and easy to read. Big programs have been written in Delphi/Pascal and Pascal only uses Begin/End structures without {}. You can still read them very well (if you use indentation). Adding some kind of preprocessor just adds shittons of security holes (like Flacko said). the "syntax" - if there is one - is honestly absolutely horrific!
at least make it so that it is optional to write semicolons and {} brackets and all that stuff, kind of like a dialect. you could just put another parser in between the code and the actual lua parser which removes these things again or really ANYTHING but please not pure lua (or at least not only!).
even optional syntax symbols add SO MUCH to the readability!!!
at least make it so that it is optional to write semicolons and {} brackets and all that stuff, kind of like a dialect. you could just put another parser in between the code and the actual lua parser which removes these things again or really ANYTHING but please not pure lua (or at least not only!).
even optional syntax symbols add SO MUCH to the readability!!!
The possibility to set variables and attributes in the editor is a very useful addition. Especially for people who don't know how to script but who still want to make maps. Of course people who script can still simply write scripts for this stuff.
There is no boolean because booleans can't be saved as single units in files. The smallest unit is byte (which would be 8 booleans) and I didn't want to pack multiple booleans to bytes. You can still use one byte for 8 booleans with scripting and bitwise operators if you really think that you have to save as much space as possible. Otherwise you can simply use a byte as boolean.
Arrays (or even more advanced structures like tables) are possible with Lua but those won't be auto-saved with map files when used. This might change though and little script hacks will make it possible to save those as well.
Also it's still possible that I switch to my own scripting language (Stranded III Script) instead of Lua. I'll do speed tests and see what makes more sense.
edited 1×, last 01.02.13 08:47:26 pm
Hurri04 has written
and last but now least: lua.
I seriously hope you'll change this again, as I stated before.
the "syntax" - if there is one - is honestly absolutely horrific!
I seriously hope you'll change this again, as I stated before.
the "syntax" - if there is one - is honestly absolutely horrific!
Hey yo, try Forth, bro!
It's great that Lua is avaible for Unity, so it is for Stranded 3. I don't see a good reason why should there be an own (rly a completely new language?) scripting language unless Lua needs seconds until it got the right answer for 1+1...
There're tutorials for Lua and users have experience with it. Leaving Lua would mean there will be less scripts and they may come much later than Lua would. It all depends on complexety of the language...
Que sera sera
-tony316- has written
@ DC: What do you think about natural disasters in Stranded II like earthquakes or hurricanes?
That would be epic. At least for me.
A "Stranded III Scripting Language" would be nice, but is more work than just implementing Lua.
Important (in my opinion) are: All features of the stranded II scripting language + being able to save arrays + functions.
Topic speed: I think you could just pre-compile most of the scripts for a speed advantage
for some reason I forgot about the double, maybe it because it was too late in the night already
also I think it wouldnt be bad to have "long" as a variable type.
"short" is pretty much the same as "integer" (I think?) and "char" can be realised by using "string" anyway.
DC has written
I suppose this means you are just to lazy to do it? I didn't want to pack multiple booleans to bytes
Nova has written
I second this. because usually more work in the beginning will create a better result.A "Stranded III Scripting Language" would be nice, but is more work than just implementing Lua.
Nova has written
and dont forget being able to put multiple loops into one another. "for" and "while" loops might also be nice instead of just the old loop with the "count" parameter.Important (in my opinion) are: All features of the stranded II scripting language + being able to save arrays + functions.
and maybe DC should have a look into the changes Mc Leaf made in his Titanium Mod update, I think he implemented some more new commands which might be helpful.
another question that came to my mind is whether it would be possible to enable operator overloading when writing own functions.
@ VADemon & @ Starkkz: I really think it would be better if the syntax would be more Java-like. in my opinion Java can be read WAY better than lua.
is lua even object oriented?
Hurri04 has written
It uses tables, I think tables are a lot easier than the usage of the objects and classes, you can even emulate a class with a table and much better if you are using a metatable.
If yes, Then I could translate the game into my language (latvian).