
I hope I didn't give offense.
As in my previous post: No, no, and noTalvieno wrote:My apologies, Smurfer. It seems I was the one misunderstanding you.I agree with most of what you said there. I'll try to reply to it all in full soon. I thought you were saying to rip it all out and replace it - which some people have indeed suggested.
I hope I didn't give offense.
This is where it all started, TAL.Talvieno wrote:Moddability was merely a side effect, if I remember from the devlogs. I'll ask Josh about it at some point for clarity.
Excuse me whilst I re-read Josh's enthusiasm..Josh Parnell, July 2014 wrote:
Summary of the Week of July 13, 2014
- Finalized and revealed the UDF / LTSL syntax
Friday, July 18, 2014
Yes! Yes yes! Very excited about today. Today I finally closed out my work on UDF formatting and, hence, LT script syntax. I'm excited to share what I've got, since I've been keeping it under wraps.
The fastest way that I can explain the finalized syntax and general ideology behind the LT scripting language is as LISP without the parentheses. In other words, a more syntactically-nice LISP. As I've hinted at before, the language is functional in spirit. However, that doesn't mean that we can't make the syntax a bit nicer than what is usually found in functional languages!
In UDF, instead of requiring parens to delimit all expressions, I introduce a similar concept as Python, wherein indentation can also be used to delimit them. The best way to explain is through example, so let's see an example of an LT script!
Myself as well.masseffect7 wrote:Based on my understanding, the whole LTSL thing was done at least in part to increase the moddability of the game. If I would have had a vote then, I would have voted against it then as well.
http://forums.ltheory.com/viewtopic.php ... 80#p115867JoshParnell wrote:Yes, those were back in the days when I was simply pumping out C++ as fast as I could. And there's nothing wrong with that. I could resume that approach today and have a much lesser form (and non-moddable) of Limit Theory out in a very reasonable timespan (and that's only because I've re-architectured the engine and now know how to prevent monoliths). But that's not going to happen, because, as my conception of Limit Theory matured, modding became something that I simply had to have. I want you all to be a part of Limit Theory's development. I want to see what people can do with this technology over which I have slaved for years. I want to play insane variations of my game that blow my mind. And it's all very much possible. I'm fine with dropping other content (especially content that has crept in since the original design doc) -- it can be appended later via modding. But I'm no longer fine with a non-moddable LT, and this is where the real challenge lies
The "I'm here for Freelancer 2.0" contingent may want to have a few words with you. Out back, in a dark alley.Velifax wrote:I voted to wait on tactical dogfighting.
Not to disagree, exactly, but this would be equivalent to "whoever has the biggest stick wins," wouldn't it? Winning any engagement would just mean showing up with the most & biggest ships. What about all the nifty NPC AI Josh might be implementing?Velifax wrote:Id be happy with LT combat being #Ships × Ship_Types = Strength.
He said he'd be busier withFlatfingers wrote: Which reminds me: where's Victor? I've been waiting for him to weigh in on Josh's return, but I don't think I've seen much. Hope he's OK.
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