Proprietary C Based Scripting System
One of the scripting languages I use regularly at work is a Propietary C Based System. It’s actually pretty powerful when it comes to designer oriented scripting systems. Some of the features included are: function creation, file including, for and while loops, function pointers, if blocks, standard logical operators and enums. It’s a gimpy C. Because it is proprietary I’m not comfortable showing actual script. Instead, the sections below describe some of my past implementations using the scripting system.
Kung Fu Panda Final Boss Fight
Created the final boss fight for KFP using a finite state machine. This boss was pattern based. Because of this the states weren’t given the knowledge on what state should follow them. Instead each state reported to a transition table that made the decision for the state change. A global state also ran each update to make sure a state interrupting event hadn’t fired that would require a state change. This included certain player hit types, player position changes and boss health changes. Once the boss attack and move functionality had been prototyped the actual state machine was created in a day.
Transformers DS
All of transformers was done using this scripting language. Bosses were done by overriding functions in the AI’s update loop and missions were strung together using registered events including object collection, trigger touches, time waits and logic dependent messages. All of the cutscenes were also done through script.