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| In-Game Programming Language |
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| Ephialtes:
The majority of blockland users are kids - kids don't want to have to learn some weird language to make a brick that explodes when you click it. Furthermore, why would we need to declare variables before using them? That is only necessary when reserving memory - and this won't interact with memory directly. The methods you've proposed for creating bricks on-the-fly will also not work without overhauling the brick networking and convincing them not to require datablocks. I am convinced Badspot will not be willing to devote the time required to make something like this when the vast majority of users would not take the time to use it or try to understand it. Getting people to understand events was hard enough - kids will not be able to learn this. |
| TheGermanKid:
--- Quote from: Ephialtes on June 03, 2009, 02:51:55 AM ---The majority of blockland users are kids - kids don't want to have to learn some weird language to make a brick that explodes when you click it. Furthermore, why would we need to declare variables before using them? That is only necessary when reserving memory - and this won't interact with memory directly. The methods you've proposed for creating bricks on-the-fly will also not work without overhauling the brick networking and convincing them not to require datablocks. I am convinced Badspot will not be willing to devote the time required to make something like this when the vast majority of users would not take the time to use it or try to understand it. Getting people to understand events was hard enough - kids will not be able to learn this. --- End quote --- This would not REPLACE wrench events, it would be in addition to wrench events And it is not necessary to declare variables before using them, I did that to show a bit more of the language. |
| Ephialtes:
My point still stands, why devote so much development time to something that barely 1% of the userbase would use? |
| Truce:
Oh, the thing I was working on before I went inactive was a client-sided support script that allowed experienced scripters to use simple functions to connect multiple clients via TCPObjects. The example I had gave was a game of Tic-Tac-Toe without any of the users being on the same server. It did however use a custom set of functions, but it's not like C -> VisualBasic. It's more just TorqueScript -> Easier-to-read Torquescript. I haven't worked on it in awhile though. |
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