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Hard coding

Posted: Thu Apr 23, 2015 7:47 am
by rattle
That's a problem many games suffer from, for example StarDrive 2 is partially hard coded in some important places and unfriendly to modify compared to Star Ruler 2, which is very open to it's internal mechanics through a runtime script language.

So my plea is that spreadsheets for races, their units and techtrees as well as individual technologies to be as open as possible through external files, including translation string files.

Is data going to be stored as runtime Lua scripts where you fill out variables? If so, it would be a good idea to separate game mechanics from data sets..

If this was the case already I have to apologize, haven't had the time to take a look yet myself.

I see this as a big issue that could arise because mods keep games alive.

Re: Hard coding

Posted: Thu Apr 23, 2015 7:54 am
by Arioch
SIS makes extensive use of Lua scripting.

Re: Hard coding

Posted: Thu Apr 23, 2015 8:04 am
by rattle
Yeah I figured that much but was in fear that game mechanics and static things like ship stats are mixed together in a whole bunch.

Very happy about a runtime language, this is the big plus Star Ruler 2 has because you can easily introduce new mechanics via script.

Re: Hard coding

Posted: Tue May 05, 2015 6:30 pm
by Sziklamester
For me any language seems hard. Need more time to research and learn one of them.

I want further studies with programming but my focus on graphics and model makings. For to be a decent programmer what prequisitions needed?