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Monday, November 27, 2006

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Scripting The Broken Hourglass
6:55 AM | Cord Kruse | 1 comment

Planewalker Games' latest article about The Broken Hourglass offers an in-depth look at wscript, the WeiNGINE scripting language. In addition to its mod friendly game engine the upcoming RPG will feature a 2D isometric viewpoint, detailed character development, and a rich storyline.

Here's a bit more about wscript:

The WeiNGINE scripting language wscript is a strongly-typed functional programming language with parametric polymorphism, first-class functions, and variable updates in the style of Objective CAML.

Don't worry--you don't have to understand all of those terms in order to successfully edit and compose scripts in a WeiNGINE game. (Although it certainly doesn't hurt.)

Two important concepts to know and understand are:

·wscript is object-oriented. Every thing in the game can have a number of predefined engine attributes (such as location on a map, or a Strength statistical value) as well as any number of arbitrary variables attached to it.

·wscript is event-driven. Scripts are evaluated and run whenever a script hook event takes place. There are dozens of script hook events in the game, ranging from the manipulation of doors and containers to the computation of an attack roll, to a creature joining or leaving a party.
To read the rest of the article click on the link below.

The Broken Hourglass: Intro To wscript
The Broken Hourglass

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