It isnât specific to platforming. It has a ton of features. It has a âSprite Fontâ system, a 2d button system, a console (like you would see in DOOM), data management, music and sound management, and a runtime for a scripting language that I have been developing.
It is still an early WIP. It has been a pain trying to get it to play nice with WebGL. Hopefully after I have participated in a few more jams it will be ready and I can release it.
Itâs a text file in the Assets folder and it is referenced in the inspector so it should be good. The runtime engine is very lightweight and is consists of a MonoBehaviour and a static helper class. The syntax is very easy to write and itâs basically just splitting the string on newline and processing each line during the update loop. If one of the lines contains a keyword like .wait[20] it will spin for 20 ms before moving to the next line. There are a bunch of keywords like that and the ability to extend it with custom keywords. Nothing groundbreaking. Super simple and easy to extend. I call it Scenario Script.
For the scripting language is there a reason you arenât just reusing C# or Lua?
The Scenario Scripts should be used in cases where you want to have an interaction with the player via UI. So if you have an NPC with some dialog and maybe it also triggers a cutscene, Scenario Script would be a perfect for that. If you are writing a Player Controller with physics and net code, I would stick to C# / MonoBehaviours in that case.
â Return to game
Comments
Log in with itch.io to leave a comment.
Whats this boilerplate u mentioned? Is it like a 3d platformer framework?
It isnât specific to platforming. It has a ton of features. It has a âSprite Fontâ system, a 2d button system, a console (like you would see in DOOM), data management, music and sound management, and a runtime for a scripting language that I have been developing.
It is still an early WIP. It has been a pain trying to get it to play nice with WebGL. Hopefully after I have participated in a few more jams it will be ready and I can release it.
Oh interesting! Does it run on top of Unity3D? For the scripting language is there a reason you aren't just reusing C# or Lua?
Just incase you aren't aware, iOS doesn't allow non-AOT code. I'm not sure how much that ultimately effects you.
Yup. It is written in c#
Itâs a text file in the Assets folder and it is referenced in the inspector so it should be good. The runtime engine is very lightweight and is consists of a MonoBehaviour and a static helper class. The syntax is very easy to write and itâs basically just splitting the string on newline and processing each line during the update loop. If one of the lines contains a keyword like
.wait[20]
it will spin for 20 ms before moving to the next line. There are a bunch of keywords like that and the ability to extend it with custom keywords. Nothing groundbreaking. Super simple and easy to extend. I call it Scenario Script.The Scenario Scripts should be used in cases where you want to have an interaction with the player via UI. So if you have an NPC with some dialog and maybe it also triggers a cutscene, Scenario Script would be a perfect for that. If you are writing a Player Controller with physics and net code, I would stick to C# / MonoBehaviours in that case.