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PostPosted: Wed Jan 03, 2007 10:05 pm 
Babirusa
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well, if you make a new weapon you could extend for example the shockrifle, and make it fire twice when triggered.. it'd be like <20 lines of code.. and you only need to recompile that one class.

That makes Ut so nice to script :)

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PostPosted: Wed Jan 03, 2007 11:55 pm 
King Code Monkey
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If you want designers to develop things like items, weapons, armor, etc. and they're not programmers what do you do? ;) Also, if you are planning 50 different weapons for your game, why muddy your code with 50 weapon classes? That just doesn't make sense. UT is different because there's not that many weapons. Can you imagine trying to hard-code all the weapons in Everquest?!? :rolleyes :eek How about all the NPCs and mobs?!? :spin :confused You don't hard-code data normally, for good reason.


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PostPosted: Thu Jan 04, 2007 2:57 am 
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I thought it was common knowledge that data and code should be separated as much as possible.


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PostPosted: Thu Jan 04, 2007 11:17 am 
Bibliotherapist
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Jamie wrote:
I thought it was common knowledge that data and code should be separated as much as possible.


Its a standard design idea. But that doesn't mean its the only one that should ever be used :) In cases where the dataset is small, then its more work to get it loaded from files than to just hard code it for example.

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PostPosted: Thu Jan 04, 2007 2:09 pm 
King Code Monkey
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RPGs normally don't fit into the "dataset is small" category so hard-coding is not an option IMO.


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PostPosted: Thu Jan 04, 2007 5:21 pm 
Babirusa
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I'm pro separation, I was just posting how easy it is to get code of UT :).

In my western I'm doing a lot with Lua, setting health for objects and everything.

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PostPosted: Thu Jan 04, 2007 5:36 pm 
King Code Monkey
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I played with UnrealScript a bit back in the day. It's not bad, much easier than modding an id engine game.

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