Axonn
Posts: 12
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Hi Corwin. Thank you for the nice words ::- ). It's quite encouraging and I intend to continue this project, albeit in a slightly different form. The map will continue as it is now, but I have realized that it is extremely hard to work at such a huge adventure (XL map, open ended) with just that. So that's why I'm building a whole new system, an ERM code generator, sort of like an IDE. Just like C# code is compiled into IL and C++ into ASM, my stuff will be compiled into ERM. But it will not be a language, but sort of like a very advanced "wizard" which will allow you to do your scripting. Most importantly, organize it and keeping it all together!
I stopped working at the ERM Dialogue Master because it could be used just for a couple of functions (using my ERM dialogue generator and doing a bit of ERM behind the scenes).
Now I'm building something that will be able to generate ALL the ERM. Consider it like a layer of abstraction over the ERM. What you see on screen will be like this:
When Player visits The Blood Obelisk give him 2000 gold and "Player Visited Blood Obelisk" = true.
My generator will translate this into:
!?OB28/128/1;
!!UN..blabla give gold
!!IF:V28/1; [set flag to true]
Of course, in my program you will say what the Blood Obelisk is. You will have a place where you can define your map objects, give them custom name and simply map them to their map locations X/Y/Z. You will also map variables over flags. You will create a new Flag, say, Flag 28 like I said in the above example, but you will actually name it "Player Visited Blood Obelisk". And of course, all this makes the code really nice to read and work with.
And then there's a Generate ERM button and voila, you have your scripts, neatly split into 32 KB (because the Map Editor can't handle more than that and I link my scripts to the map from the Map Editor).
. - = E C H Y S T T A S = - .
The Greater Mind Balance
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07.09.2009 03:47 |
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