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Was a lot of the functionality of Quake done in QuakeC or was that scripting language added for the sole purpose of allowing for mods to the game?. I think scr
by wudangmonk 2y ago
Was a lot of the functionality of Quake done in QuakeC or was that scripting language added for the sole purpose of allowing for mods to the game?.
I think scripting languages are a very bad idea for the core functionality of a game and I see no benefit to them. If its done after you have nailed down all your core mechanics and just want to add mod support for things such as player created maps then I think that's fine.
That means that a scripting language should only be added towards the very end of a project. Adding it towards the beginning when you don't even know your core mechanics yet seems crazy to me since I see no benefit to it.
- IshKebab 2y agoThe engine was all C. QuakeC was used to script the game logic - how weapons behave, doors open, items move around, etc. It was reasonably powerful. You could make grappling hooks, proximity mines, etc. I guess the core mechanics of Quake were very obvious. It wasn't a very innovative game in that sense; basically identical to Doom but with way fancier graphics, controls and so on.
- int_19h 2y agoQuakeC was powerful enough to create mods like Quess (https://www.youtube.com/watch?v=TD2Qz_hH2U4 https://www.youtube.com/watch?v=TD2Qz_hH2U4) and Quake Rally (https://www.youtube.com/watch?v=Fg0hTSLE-NM https://www.youtube.com/watch?v=Fg0hTSLE-NM). Although the latter was really pushing the limits of the engine. And lest we forget, Reaper Bot, the thing that made PvE deathmatch a reality. To this day I'm amazed that so much cool stuff was done in QuakeC despite the language not even having arrays...
- vitiral 2y agoNever made a game (want to!) but I would think that scripting language support would be downright fantastic for E2E testing.