General Scripting

Modding will be a big part of the game, and we need ideas on how to structure this!
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NiteHawk
Game Developer
Posts: 198
Joined: Sun May 29, 2011 2:34 pm

General Scripting

Post by NiteHawk » Tue Jul 17, 2012 9:58 am

Originally I though LUA or Python might be the way to go, but with XNA, it does not handle them very well. It looks like the best way to do it is using C# scripting, in a .dll file or something similar that plugs into the game. You can also get on the fly C# editing so it isn't too horrible (aka while running)

http://support.microsoft.com/kb/304655
http://gamedev.stackexchange.com/questi ... /1464#1464
http://stackoverflow.com/questions/1353 ... appdomains

So that will be handy. I think it is a good approach too. In general it would be similar to what you would do with LUA or Python in terms of a programming what you can interact with or not, and it is not actually needed. But I think for the initial AI design for example, I will open source that and make it a DLL to be modified from the default.

Will get into more details once I actually get there, this is probably going to be one of the main steps after I get a base for the playership and want to code for AI.

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