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[HPL3 WIKI] What kind of tutorials/pages would you like to see?
jens Offline
Frictional Games

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RE: [HPL3 WIKI] What kind of tutorials/pages would you like to see?

Just want to emphasize on what TheGreatCthulhu said:
"However, FG has implemented a bunch of these helper functions that work with these classes and objects internally, and so effectively hide these details, making the scripting feel more like it did for Amnesia. "

Using the helper functions is what you should be doing 99% of the time. The rest of the stuff gets very complicated and requires much more knowledge about programing.

With the helper functions and by settings things up properly with maps and entities, the possibilities are quite endless as to what you can make with HPL3. Far beyond what you could do in Amnesia/HPL2. You would only worry about classes and all the other more complicated deeper down things if you want to create something completely different or if you want to create new helpers for other people to use.

Saying this as it is important to keep in mind and that perhaps on the wiki make sure to specify this as well. If you write something with these parts of the scripting, mark it as advanced, put a clear message it is not of interest to most and point them in the direction of the basics they need instead.

From the scripters guide I quote (and you can also check SOMA maps to see that this was kept 99% accurate):
"A level script should not be thought of as file for programing. A level script should be written and read as though it is a story (or a sequence of events if you wish).

In the level script you are crafting the experience for the user and the script should be read as the manuscript of that experience.

If the level script file contains rows of code that does not match the above description, then the rows of code does not belong in the level script, they belong in a helper file or even deeper down in the hierarchy of script files (or even in the c++ code!).

This primarily means that when working to solve a problem of how to implement an event (activity, puzzle, challenge, character interaction etc) in a level, the first approach is not that of a programmer. The correct approach to take is:

Begin by examining and configuring the resources (entities, sounds, graphics) that is used in the event. This to make best use of what is already available (in terms of prop types, configurations and so on).
Move on and make sure that the area in the level used for the event is created in a way that works. If not, you tweak it to be better. This can be as simple as renaming entities in a way that simplifies the scripting of them. You also make sure you to add in what ever new things you need (such as script areas).
Finally you can begin scripting. This you do by making use of all the existing helper functions to create a short and easy to read solution for the event implementation.
Only when or if the above will not accomplish the task at hand you continue and create helper functions, new states or other changes and additions to the lower level scripts."
10-08-2015, 08:22 AM
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RE: [HPL3 WIKI] What kind of tutorials/pages would you like to see? - by jens - 10-08-2015, 08:22 AM



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