Thread: Re: [GD-General] Re: Scripting
Brought to you by:
vexxed72
From: brian h. <bri...@py...> - 2002-12-08 07:56:02
|
> It is more like "glue"....The designers use the scripting language > functions just like public interfaces to game objects. Does this mean then that you're only using it to provide coding-like functionality to the designers without requiring them to actually write code or harass programmers? > SetPlatformDestination( 'BigFloatingRock', GetMarkerPos >( 'CenterMarker01' ), 1.0 ); Right, this kind of gets back to the example me and Thatcher were using -- instead of a "function call" interface, a data description interface could probably do the same thing without actually requiring there to be language constructs: PlatformXYZ = { type = 'platform', destination = 'BigFloatingRock', pos = 'CenterMarker01', value = 1.0 } > The main problem we have is the designers request the ability to do > more and more complicated tasks with the scripting language, but do > not enjoy the requisite increase in script complexity. Two issues here. The first is exactly one of the concerns I have with generalized scripting -- there is a tendency for the entire engine to become part of the scripting language as designers ask for more and more stuff. The second is that you often get a lot of exposed facilities that are never taken advantage of and, conversely, a lot of simple features end up getting (ab)used in interesting ways to get specific types of output. For example, in Quake3 there were "regen" fields that were created when one of the designers realized you could assign a negative value to a pain field. > To avoid creating Yet Another Crappy Parser I used flex & bison to do > the hard work of creating the script compiler. Eewww. I'm leaning towards just using Lua as my syntax for, er, everything, and letting it handle the heavy lifting. -Hook |
From: Awen L. <ali...@ed...> - 2002-12-09 10:43:40
|
On our current grame, we are NOT using scripts (and when i read Evan Bell post, i believe we're doing the same kind of... anyway :)). I am really upset with that decision, (i suspect some nonsense-but-historical reasons) but it's not a thing you shake at this point of the project. Ok. Let's assume we're an average team, with average design and technical skills: An average scripting engine introduces generally some high concepts like: MoveTo(X,Y) PlayAnimation('A'), actorW.IsHearing(actorZ). And remember we are not using such. So: 1) Our non scripted engine requires a programmer to code an actor. Yes. 2) The simplest functionnality-calls of an actor, requires 3 code lines (a programmer is NOT disturbed by that: 3 or 10 code line is *EASY* to handle). 3) The actor process is supervised by the programmer (logical), so aggregating resources, ensuring that all will work, is really really PAINFUL. But our programmers ignores the pain. Programmers have brain connections to slalom between difficulties (it's somewhat faster than resolving them) 4) Bad, obscure, trickery is so ALLOWED in an actor behavior code (C++) 'Ok, easy boy, C++ is my wisdom' Results: Modifying an actor behavior is a LONG process because of reasons 1 to 4 (theorem: many little resolvable-on-the-fly troubles equal long processes). You can't just 'modify an actor'; you'll need a meeting with: - a game designer (*) - a project lead (*) - a lead code (*) - the programmer (*) think salary. Meetings equal meeting reports, equal report availabilities by mail mail to the team, WHICH IS LONGER TO WRITE THAN THE REQUIRED BEHAVIOR SCRIPT. Programming is usually a slow process (see HalfLife's PostMortem), and nobody will scratch its head regarding the time it takes to code a behavior. It'll become the standard. But from a planning point of view, it's a real 'wanna-be' overkill. But from a game point of view, i suspect that the lack of fun in creating an actor is causing heavy damages to the final product. So you must really really think about it before throwing one of the other solution. Please (yes i beg !). Awen -----Message d'origine----- De : gam...@li... [mailto:gam...@li...]De la part de brian hook Envoyé : dimanche 8 décembre 2002 08:56 À : gam...@li... Objet : Re: [GD-General] Re: Scripting > It is more like "glue"....The designers use the scripting language > functions just like public interfaces to game objects. Does this mean then that you're only using it to provide coding-like functionality to the designers without requiring them to actually write code or harass programmers? > SetPlatformDestination( 'BigFloatingRock', GetMarkerPos >( 'CenterMarker01' ), 1.0 ); Right, this kind of gets back to the example me and Thatcher were using -- instead of a "function call" interface, a data description interface could probably do the same thing without actually requiring there to be language constructs: PlatformXYZ = { type = 'platform', destination = 'BigFloatingRock', pos = 'CenterMarker01', value = 1.0 } > The main problem we have is the designers request the ability to do > more and more complicated tasks with the scripting language, but do > not enjoy the requisite increase in script complexity. Two issues here. The first is exactly one of the concerns I have with generalized scripting -- there is a tendency for the entire engine to become part of the scripting language as designers ask for more and more stuff. The second is that you often get a lot of exposed facilities that are never taken advantage of and, conversely, a lot of simple features end up getting (ab)used in interesting ways to get specific types of output. For example, in Quake3 there were "regen" fields that were created when one of the designers realized you could assign a negative value to a pain field. > To avoid creating Yet Another Crappy Parser I used flex & bison to do > the hard work of creating the script compiler. Eewww. I'm leaning towards just using Lua as my syntax for, er, everything, and letting it handle the heavy lifting. -Hook ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |
From: Colin F. <cp...@ea...> - 2002-12-09 13:40:39
|
2002 December 9th Monday >>> You can't just 'modify an actor'; you'll need a meeting with: >>> - a game designer (*) >>> - a project lead (*) >>> - a lead code (*) >>> - the programmer >>> (*) think salary. >>> Meetings equal meeting reports, equal report availabilities by mail mail to >>> the team, WHICH IS LONGER TO WRITE THAN THE REQUIRED BEHAVIOR SCRIPT. Maybe the horror scenario you are describing is mostly a problem with how your project is managed, and not so much about how scripting is better than compiled code for some aspects of the game. As far as consulting the game designer when you modify an actor's actions, how could this be avoided? If your organization designated a person to design the game, then any effort to avoid consulting the game designer when making changes to the game experience is sabotage. In fact, unless there is an explicit agreement within the team that people have freedom to "enhance" or elaborate on game elements specified by the game designer, then changes should only come about by initiative of the game designer. I think your team might need to explicitly discuss and decide the degree to which each individual developer can make creative decisions about the game without consulting the game designer. The project lead is not the game designer. If the project lead needs to be consulted about game design decisions, this is a serious problem. Sure, the game designer may require legal advice or general content advice from the project lead, but if the project lead, or publisher, or marketing, or the president of your game company is telling an artist or game designer to change dialog or the plot of the game, then you damage the fidelity of the game design and you have the big meetings so that everyone can do the game designer's job. Is it draconian to have a game designer designing the game? No! That's his or her job! If a programmer on the team happens to also have game design talent, then he or she can propose changes to the designated game designer. Presumably, one hires a game designer based on a record or promise of good final game designs, and even if the game designer refuses to listen to outside input (which I doubt would ever happen), this is irrelevant; the past performance of a game designer validates his or her methods. If a programmer feels like his or her game design ideas are falling on deaf ears too often, then maybe the programmer should consider seeking a game design position. If one feels very passionate about design aspects of the game, and the game designer refuses to listen or change the design, then either the designer really does know better about what will make the best final product, or the company made a mistake when it hired the game designer. Requiring the game designer to give team members some freedom to improvise is not the solution. I really don't see why the lead programmer is involved at all in the scenario you describe. The lead programmer breaks up the coding requirements in to small coding tasks, schedules the tasks in a timeline, and assigns tasks to programmers according to their skills and expertise. The lead programmer should explicitly define programming standards for the team -- and make announcements about general programming issues as the project evolves (like "patch your compiler to 4.0", or "avoid using the function foobar()"). So, the lead programmer gives the task "implement cut-scene scripting" to a programmer, perhaps referring to specific items in the game design document. There should be no need to consult the lead programmer for any aspect of this programming task. If consultations are necessary, then either the lead programmer failed to define general programming standards at the outset of the project, or the junior programmer doesn't have sufficient qualifications. Arguments about scripting allowing cheaper labor to perform tasks are not convincing. The task will be completed in a shorter time, and with fewer errors, when it is performed by a person with greater skill at the task. When you give a task to a junior programmer or to an artist with no programming skill, the only possible benefit is that you might free up a person who has unique skills or expertise necessary to complete other tasks. If you have too much C++ "script" programming for your programming team, hire a new programmer to do C++ "script" programming -- and there's no reason why this programmer shouldn't have tons of experience and demand a high salary. The idea of somehow turning programming in to a kind of non-programming is pure illusion! Scripting is programming! If you dumb it down, you're just dumbing it down and limiting the potential, which is fine, but should be recognized for what it is. To summarize, I think your woes are caused by a lack of clear division of responsibilities in your company, and a lack of policies to make communication efficient. Team members need roles and authority, and meetings should be easy to initiate, only involve relevant people, and should stay focused and end when the matter has been decided. With defined authority, a person will automatically know when there is a matter that requires a meeting -- or a quick e-mail, phone call, or shouting across the room! I'm not bashing scripting (no pun intended), but if a "dumb worker drone" working with blissful, cheap efficiency on a script runs in to a problem, like needing a feature that cannot be expressed in the scripting language, then this will lead to MORE trouble than the programmer working in native C++ who runs in to the same problem. I'll end this by agreeing with you at some level: scripting has its benefits. If you have a subsystem in a game that is fun to modify, and has relatively simple operations with simple execution control, then scripting is cool. I like the idea of scripting menu stuff, character ("actor") actions, and some high-level actions taken by game objects. I think frequent need for simple modifications, or your desire to open up the game to end-users, are strong justifications for supporting some kind of scripting (e.g., Javascript, small C) or parsing (e.g., XML). Hee, hee! I was going to say that I was an opinionated jerk for writing all of this nonsense, but then I worried that somehow this would be a form of passive-aggression or projection -- like saying that everyone out there with an opinion was a jerk...Or was it that the Apollo moon landings never occurred? I don't know. I took Psychology 101 about 10 years ago, and the only thing I remember about that class was all of the sexy, mysterious, complicated, analytical young ladies who were the teaching assistants. Okay, that and something about bells ringing and dogs drooling. Oh, and left-handed mothers flashing images of ink splotches resembling food pellets through electrodes attached only to the right hemisphere of a cat's brain in a jar filled with hallucinogenic drugs... Wait, did that really happen? -- Colin cp...@ea... www.colinfahey.com |
From: Awen L. <ali...@ed...> - 2002-12-09 15:36:10
|
The real horror is this: Colin, you're just right about that crap: you know it, i know it, and maybe the 2 or 3 of us at the studio, probing mailing lists, are now scratching their heads after reading you ('damn, if he was right...'). But it happens: i were just writing about side-effects of such a decision along time (no way ! no script ! programmers are the best !): it's only another illustration of some 'chaos theory'... (busted you, butterfly !). Living in a perfect world with perfect people is a quite different discussion, i would like to have... sigh... just 59 other people to convince :-P Awen PS: Colin is right telling that this way of (not) scripting is dumb. So are bad implementations (the human part of it) of scripting engine... Hold on Brian, don't despair, maybe try again !? |
From: Javier A. <ja...@py...> - 2002-12-09 11:56:40
|
brian hook <bri...@py...> wrote: >> SetPlatformDestination( 'BigFloatingRock', GetMarkerPos >> ( 'CenterMarker01' ), 1.0 ); For what is worth, in Praetorians we rolled our own scripting language, and it has been a great productivity tool for our designers. The language is designed around the use we wanted for it, doesn't contain loops, functions or high-level types (arrays, structs). Scripts are pretty much a series of calls to engine-published functions, with condition checking and variable assignments here and there. It Just Works. One of our designers was hired about a year ago. He had never touched a computer. He has had no trouble writing scripts, and has been able to tailor the flow of his missions without much problems. Whenever he needed some kind of higher-level functionality he would request the programmers to add it, but the task of the script was to sequence and parameterize the mission flow. Javier Arevalo Pyro Studios |