Hey this is Tyler Troute with Implosion Games
I’m the lead developer of a Freeroam Parkour game. Iv opened 2 threads on the subject, one asking what people wanted to see in the game and another asking for help. Well now I come to you guys asking for help with scripting. I currently don’t have a programmer on the team and we are suffering because of it. I’m starting to learn how to script in C-Sharp but am having difficulties learning anything that will actually help the game progress so I’m here to ask you guys how to do a few things…
To grab onto a pole then swing. I figure you have a animation of swinging. Then have a raycast that works with the hands so when they are in a certain proximity they snap to the bar and play the animation. BUT i honestly have no clue on how to do that.
To reverse time. This one is a douse but I’ve had a lot of request on implementing it and it could be fun and add some serious parkour tricks into the game. I figure you would have to record it to a animation some how but i might be completely off… Please tell me if this is even possible and also tell me your idea’s on achieving it.
I’m sure I’ll have more but I want to put this into the game soon. It would also work GREAT in a demo. Thanks in advance for your future help.
P.S if you are willing to devote some time to my team’s project please post below or send a message
I don’t have a specific answer for you, but the features you describe will be fairly complex to code, IMO. If you don’t have a capable programmer on your team (or any programmer at all, for that matter), that’s probably the first problem you’ll want to address.
Regarding reversing time, try searching the forums for ‘replay’, which is essentially the same problem (and has been discussed before).
Beyond that, perhaps you could specify whether your game is 2-d or 3-d, and whether it’s 1st-person or 3rd-person.
Alright thanks im glad to hear these are possible. I’m still going to need help accomplishing them though… If anyone has any time to spare it would be great if you could make up a script or 2 for me. Anything you might want to see in the game or any parkour moves that i might need.
-Tyler Troute
You’ll reach more interested people if you post such requests in the Collaboration forum. If you’re offering monetary compensation (as opposed to if-my-game-does-well promises), specify that right in the title for better results. Many people who lack a good programmer or the budget for one try to steer clear of complex code requirements. Cheers and best of luck on your game.
I already made a thread in the collaboration forum but until I get some serious money built up or a good demo going I cant see myself getting a good scripter. Which is kind of a downer because to create a good demo to attract scripters I’m going to need some scripting built in… Anyways… If anyone could tell me some of the things I need to learn to make this game successful on the scripting side that would be great.
While a demo is nice, I’m more impressed by good design documents (rare), practical marketing plans (rarer), prior experience, and displays of great skill with respect to animation and level geometry–since scripting is, of course, the easiest part for a programmer! It’s always good if you have something invested in the project so we know you won’t drop it halfway through. That’s how I look at things, anyway.
Many would say there’s a fine line between a programmer and a scripter, and many would also say there is a very large grey area between the two. Most i ask about this question, say that a programming language is used for creating programs (eg) game engines. And scripting is a customized version of a program language with built in goodies for the user to work faster in the program as to build our virtual worlds.
I may be wrong on this but when your scripting its also programming.
if(programming==scripting) {
name = “proscripter”;
Debug.Log(“Scripting is Fun”);
}
Prorgramming languages can be divided into low-, intermediate-, and high-level languages. Lower-level languages often require more technical know-how to use effectively, but allow you to harness a system’s full capabilities. In contrast, higher-level languages usually offer less in the way of performance and capabilities, but you can complete projects quicker and it’s easier to port them to different platforms.
The scripter role is to write code using scripting languages.
The programmer role is to write code (possibly using a scripting language, possibly not).
The software developer role involves writing some code, but one-third to two-thirds of their time is spent on non-coding activities (anything from requirements to design to testing to debugging).
A software engineer is a software developer with a degree, trained in multiple programming languages, data structures, algorithms, hardware architectures, methods to manage code complexity.
A software architect has an advanced degree and is much more responsible for the design of a system rather than its direct development. That’s left to software developers.
That’s my spin on the terms. Hire as good as you can get. That’s all that really matters.
For the sake of all this. A scripter does not have to worry about cleanup near as much as a programmer does.
A programmer is devoted to their particular language and knows the ins and outs of that language, it’s architecture and how to manipulate it. His responsiblity is to generate code for scripters. A programmer can do scripting, however in the long haul, if a programmer is smart, he makes stuff for scripters
A scripter doesn’t have to understand architecture. He only has to understand the basics of getting high level functions to work. His primary role is to write Scripts… not just programming scripts, but interprets the game creator’s story direction, and makes it happen. A devoted scripter does not usually do programming.
I am half of both. I work in scripting what I want to play with, how I want it to work in game, and implementing the objects where they fit. On the flip side, I work hard to create tools to make that process simpler for other creators.
Unity… in all it’s glory doesn’t need more programmers. Most of us script here. Few work on tools for implementation and just work on how we can get our game data in game, and make it look and act right.
So your problems, how to create a guy swinging on a vine… I would think you could use a ragdoll of the character, then apply force to his pelvis or whatever looks good. + if he presses X, - if he presses Y, if he releases by pressing Z it turns the ragdoll back into a character controller.
Only a minority of professional programmers (and scripters) are devotees to a particular language. The majority know several languages and will choose one that’s appropriate to the task at hand.
The majority of professional programming jobs do not require writing code for scripters, and the smart programmers (and scripters) will primarily choose jobs based on compensation and enjoyment.
It’s certainly possible to write scripts (and programs) while only knowing the basics, without understanding the architecture, and without any formal training. But scripters (and programmers) who strive for more will naturally achieve more with respect to meeting customers’ needs, complex behaviors, performance, reliability, re-usability, etc. Such scripters (and programmers) demand more per hour, but they’re almost always a bargain in the long run compared to someone who hacks away at the code.
The demand seems high to me!
Unity is hiring and I’m able to pick and choose from amongst my favorite projects