My main point from this (besides stupid long development time) is anything hard-coded you cannot change. Period. Whereas if you could click some 'enemy' tab somewhere, scroll to 'Octorock' then click 'edit enemy script', you have complete control over all aspects of changing that enemy's properties, movement, behavior,etc. ..The down side to this is that even though you have no trivial limitations to what you want to do, you need a basic understanding of scripting to do it. A solution to this might be having the enemy script inherit the properties from the base Enemy class, which is exposed as a GUI-interface and no scripting is required there. To put it another way; zc is 'hard-coded', ie; you cannot change basic functionality of simple things like, say, player walking speed ...sword combo attacks... items usable in water.. enemy movement... EXP gained by whatever.., but, if all game objects and interactions were "soft-coded", not only would/could they work the same, but you'd have the option of changing them. ...Also now that I think about it, if this is the case, I suspect there would be things like a MegaMan quest kit before a Zelda: ALTTP one, just by virtue of how much easier it would be to make. ..and the community could help fix bugs instead of *****ing about them! ..XD
Anyway, another thought: Zscript to me is actually way more complicated than need be and has a horribly clunky way of interfacing with the editor. Any sane scripting engine should be waay easier to use. ..I made all this sound like GameMaker >_>, which is funny since I hate GameMaker. :bleh:
But perhaps we can have the best of both worlds by allowing script files to be loaded and present their own configuration interface in the editor. For example, an enemy script, instead of starting with "open the script in notepad and change the following variables: speed, HP, ..." could be loaded as a file and then a dialog box doing the exact same thing pops up. This would give us "ZQuest plugins", perhaps they could somehow even integrate into the menus and so on (I'm thinking of firefox plugins here.)
That sounds like a very interesting concept. I'm not too savvy on plug-ins (or GUI designing for that matter) but if the GUI loads it's data from scripts, does that mean it would inversely use an algorithm to convert that data back into a engine script class again, which would run as bytecode etc. or be interpreted et al, when the game is run? Pretty nifty and simple concept; Would simplify the internal update methods greatly as everything ends up using a script in the end result regardless of if it was auto-generated or it was hand coded! ..Unless I misunderstood what you were referring to?
Edited by Gleeok, 21 June 2010 - 09:52 PM.

