(Posted on both Spidweb and The Lyceum)
Well, now that AvDialogue is done, I'm onto my second little project: AvScript. This one will be more ambitious and will definitely take more time than the last one.
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I see two ways I can do this.
1) An editor "helper" tool. This sort of thing would be a fairly standard text editor with a sort of pseudocoding button. You push a button and it opens a menu that asks "What would you like to do?" You select what you want to do, it asks you in plain English for the values you want to use for various things, and then it writes it in Avernumscript. This is doable, and in a short timeframe--but I've never done it before and I don't aim to put in some features right away that text editors usually have: namely, I don't plan to code find-and-replace features and stuff right off the bat.
The advantage of a helper tool is that it teaches people to write Avernumscript themselves while at the same time doing much of the work for them. Newbies could use it fairly easily, graduating to regular code for harder projects as they wished.
I'd also probably make it so end-users could make their own libraries of commands.
2) A fully node-based scripting wizard. This would be much easier on the end-user, but that comes at a price: code bloat. Without some very large-scale coding on my part (which I'd be willing to do, but it would take a fairly long time) I don't see this as being remotely efficient. You remember how BoE took 50 nodes to do some fairly simple things? This wouldn't be quite that bad, but it wouldn't be very good, either.
This would be a piece of cake for a newbie to use--and could be used to assemble scenarios pretty quickly--but people would soon be frustrated at its limitations. Also, it doesn't teach how to write Avernumscript.
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I am personally in favor of the helper tool. It's something newbies and people like TM alike could probably use effectively--and it's something I'd use, too.
However, if there's a better turnout on the node-based idea, I'll consider that.