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Simple Game Scripting Part 2: Making Your Scripts DO Something - page 1 |
Introduction
This is the second part in this series of articles
on one of the most important parts of a game
(especially an rpg): scripting. In the first part,
I discussed the general concepts of scripting, and
how to store/read/write your script files.
In this second part the actual implementation of
the scripts will start to be discussed in some
detail, paving the way for the third part where
I will go much deeper into some commands that you
should have in your engine no matter what type of
game (ie: decision-making, loops, etc).
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