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I was the producer and an engineer on Grim Fandango Remastered, a remaster of one of the first games to use Lua (2.5, later 3.0 alpha). And the lead engine prog
by shinymark 10y ago
I was the producer and an engineer on Grim Fandango Remastered, a remaster of one of the first games to use Lua (2.5, later 3.0 alpha). And the lead engine programmer on the original game in 1998, Bret Mogilefsky, added coroutines to the Lua language in the game engine before they were officially added as an official language feature. They are very important for scripting adventure gameplay in an intuitive way for non-engineers and helped the original team ship Grim Fandango in 1998. It was similar to what LucasArts had done with SCUMM, their adventure game domain specific language, previously.
To reference SomeCallMeTim's comment - the way the save game system worked in Grim Fandango was to serialize the entire Lua environment! Stack, all code, etc! And too jamesu - when you patch the game you patch the code that was serialized into the save game! The story behind all of this in Grim is pretty interesting.
If anyone is interested in more details please come to the Game Developers Conference this year as I'm giving a talk on the technical details of how the original game and the remaster works. Oliver Franzke and I will cover both the Grim Fandango and Day of the Tentacle remasters.
- veli_joza 10y agoI'd love to hear all the gritty details about game internals, but I cannot attend GDC (wrong continent). Please submit the talk to HN once it's available.
- anonymoushn 10y agoI hope there's a video of this talk!