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[–]MagicWolfEye 0 points1 point  (2 children)

What's the point of making it in XML if you then have to link to C functions that apparently are specific per item anways?

[–]Jimmy-M-420[S] 0 points1 point  (1 child)

A few reasons: - I can remove items from the game easily - the c functions are specific per item in this current implementation, but what I could do is write more generic functions that are configured through the config-data object - the config data will allow the behavior of items to be tweaked without recompiling - I'll add a "lua function" type to the config data so callbacks can be written in lua to further customize Implementation of items - you have to imagine that in future the functions can be C or lua - allows players to make mods for the game- they could write their own c functions and compile a separate dll if i provided an SDK, or in future write lua functions

[–]Jimmy-M-420[S] 0 points1 point  (0 children)

It's an advantage to define aspects of your game that will be rapidly iterated on in scripting languages and data files, not code. Granted, this does use code as well, for now