About the game:
3d game that is a cross between a first-person-shooter and a role-playing-game.
How Simkin is used:
A Simkin script is used to control everything in 3d world from a door to a vase. A
script for each object controls how the object moves and sounds.
All characters that the player interacts with, uses a script to simulate AI. The scripts
for these characters describe how the character acts/reacts to its enviroment, where the
character should go, what the character says. Through a state machine in the script
the characters are given "emotional" states that affect what the character does.
There are triggers in the world that have a script associated with them. these scripts
can move objects, activate sounds, trigger events, or even trigger other scripts.
VC ++ 6.0, DirectX 8.0
Welcome additions to the scripting language:
Because I am scripting state machines, a switch-case addition would be helpful. Right
now I am using a series of if-then-else statement to process states.
Open source Simkin thoughts:
Making Simkin open source influenced me greatly towards using Simkin. I did not want
a "black box" scripting language that would hide how things work. I like having the
option of diving into the source code to trace why something is not working as expected.