Alexandre LHUILLIER - Software projects, stories & opinions
Version Française
Needs
While working on Swimming Brick, I wanted to be able to trigger various sequences of actions: start a cutscene when you pick an object up, start a mechanism when you use a key...In an embarked scripting language, these are what I need:
- Calling exposed engine functions
- Basic control flows that exist in most languages: loops, branches, functions or macros
- Coroutines
- Writing the whole gameplay code in script
Why create a new scripting language?
I made some researches about embarked scripting solutions:- Hardcode every possible sequence of action in the game. That would require a lot of specific code in the engine.
- Write scripts in a compiled language, so loading a script file would be a matter of linking a DLL: might be interesting, but script loading would have to be rewritten for each platform. I like the idea of scripts being a cross-platform asset file, like texture or audio files.
- Lua: I have some professionnal experience with it, including several point’n’click games using it, but it is way too large for my needs
- Pawn/QuackeC and other scripting languages: I don’t need most of the features these languages offer
- Visual scripting languages: They require creating specific tools before allowing productivity
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More info here: https://handmade.network/forums/wip/t/3183-ceq_-_a_dead-simple_scripting_language_for_games_with_simple_scripting_needs