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Isn't KISMET (http://www.unrealengine.com/features/kismet/ http://www.unrealengine.com/features/kismet/) an example that there is a real need for that? Game scr
by Argorak 14y ago
Isn't KISMET (http://www.unrealengine.com/features/kismet/ http://www.unrealengine.com/features/kismet/) an example that there is a real need for that? Game scripts are definitely non-trivial, but they are not that complex either. Also, in the case of KISMET, the programming involved is flow-oriented, where visual representations might definitely give you more clarity.
- Paul_S 14y agoExcept KISMET doesn't scale well. When I see the baroque contraptions game designers create it makes my blood boil at the inefficiency but that's the cost of a faster design->code turnaround. Runtime efficiency sacrificed for development time savings.
- Arelius 14y agoPart of that however is a symptom of Kismet's current implementation. I imagine an improved Kismet will greatly improve things.
- Argorak 14y agoAs far as I understood him, some of the performance problems also stem from overly complex implementations by level designers. But I guess the big advantage of KISMET is that is allows level designers to do logic _at all_ without reading into the finer details of UScript or the scripting language at hand. I must admit, my only experience with level building was some amateur work in UnrealEdit - the original, 1998 one. And there, I found triggers and stuff really annoying.
- Arelius 14y agoA huge cause ause of the overly complex implementations by level designers is a direct result of problems with Kismet. For instance, I had to put together a 5 node system just to compare two bools for equality. Additionally UnrealScript isn't really made for "scripting" particularly not for the level. For instance, the whole game/editor needs to be shutdown/reloaded to recompile scripts. In that sense it's much less script and much more virtual machine'd language with gameplay specific features.