Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1402901 Posts in 68139 Topics- by 61772 Members - Latest Member: Publex_games

October 06, 2022, 01:06:52 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)TutorialsUsing Modular Scripting in Game Development
Pages: [1]
Print
Author Topic: Using Modular Scripting in Game Development  (Read 987 times)
Riku
Level 0
**



View Profile WWW
« on: May 08, 2016, 01:37:20 PM »

I made a brief video on how I have used modular scripting in Potions: A Curious Tale to help with the development of my game.

In short, I am using lots of various scripts to control behaviors and can smack a set of them on a game object, play with some public variables and get a creature with unique behaviors in just a couple of minutes! Not to mention how great it is to have a "stat" component on all creatures or even how awesome it is to be able to create new spells with a few click and drags!

While this may be obvious to some more experienced developers, I've had many people ask me about these scripts in my previous vlogs and streams, so I took the time to give a quick overview of why they are useful! Check it out!



Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic