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Wednesday, June 20, 2001
 

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Neverwinter Nights Q&A on Scripting, Tools
8:59 AM | Andy Largent | Comment on this story

Neverwinter Nexus has posted a new Q&A with Mark Brockington of BioWare about the scripting and toolset in their upcoming 3D RPG Neverwinter Nights. The game will intentionally be very flexible, with its own tools and scripting language built-in to allow users create their own worlds. This will allow you to play as Dungeon Master for a set of friends (or strangers) over the Internet, in a live participatory experience much like "table-top" role-play gaming. Here's a clip about the scripting language basics:

What will the syntax and structure of NWScript be like?


The syntax of NWScript, in large part, resembles C with some of the extensions/restrictions imposed by Java. We allow for variables, user-defined functions and structures. There are some key features of C/Java that are missing: these include arrays, pointers, call-by-reference semantics and classes.


Each script, in a very similar way to a C program, starts with a "void main()" function, and can go to any user-defined functions within that script, or access any of the functions that we've exposed to the end-user.


At last count, there are over 700 constants in the NWScript language definition file, and over 250 functions for accessing variables and actions on objects in the game world.

Much more information is revealed in the rest of the interview, so be sure to head over and have a read through it if you're interested. Neverwinter Nights is expected out sometime this winter for Mac and PC.

Neverwinter Nights Scripting Q&A
Neverwinter Nights Web Site
BioWare
MacPlay
Neverwinter Nights
Buy Neverwinter Nights


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• Neverwinter Nights Q&A on Scripting, Tools8:59 AM
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