Thanks guys!
The new website is mostly ready, I put back in the login / logout logic. I still have to add back the sign up form and tweak stuff some more.
I've spent a few hours working on a mockup for the scripting tab (as always, just an initial idea, what ends up in CraftStudio might be very different)
(Click to enlarge) The (currently empty) pane on the right will probably contain a library of ready-to-use snippets so you can browse and find a snippet to change a model's animation or make the object move according to user controls, etc. I'm still trying to figure out a good user interface for this.
The snippets could even hide the underlying code by providing "black boxes" where all you have to do is fill in a few fields.
So you could make some (simple) behaviors without reading / writing code. And possibly you could reveal the underlying code and edit it if you want.
Scripting in CraftStudioThe idea is that most scripts (all?) will define behaviors to be applied on a Game Object. Basically just like you can add a "Camera", "Model Renderer", "Map Renderer" component to an object in a scene, you'll be able to add one or more "Scripted Behavior" components to your object and select the script to use.
The script can expose a bunch of properties that can be tweaked in the component's settings. So you could have a "Health" script with a configurable "default health" property which would appear as a slider in the component settings. Or a "Bullet" script with properties like "lifetime", "velocity" and "damage".
That means you could use a script without knowing too much about how it works under the hood, which is always good! Particularly if you want to share scripts with other people or projects.