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Fable 2 Development

   

So, What is Scripting?

Published Friday, September 07, 2007 10:12 AM by Gothnak

I have a few spare moments while i'm building the game, and I thought in my first proper blog, I'd explain what scripting is, and the process we go through to get our stuff in the game.

What is Scripting?

Well, you could go to 20 different computer games companies, and probably get 20 completely different answers and this is because Scripting is still a relatively new department as opposed to Code, Art, Animation or Level Design.

In some companies it is a simple level design task, placing markers, triggering ambushes etc, in other companies, scripting is almost a writing job, putting the dialogue in the game.

For Lionhead specifically, scripting is a lot more than that. The script department takes all of the game elements from code, the assets from art and animation and the design from well, design, and puts it all together in a contextual form that you guys see as a quest. Without script the game would have random creatures, a.i. villagers, shops, but not really much else to do.

The tools scripters use are a combination of our in house editor, Concrete (the specific Fable Editor excitingly enough called FableEd) and the scripting language lua. All the scripting in lua is much like coding in C++ and is therefore quite coding-heavy. Therefore to be a G o o d [Good] scripter, you need to be part Designer, part Coder, part Level Designer.

 

The process of getting a script into game is as follows:

 

The Quest is Designed; Dene comes up with a basic design for a script, and then working with Alex (one of the other scripters) and myself, we flesh it out and come up with a detailed design doc.

 

The Entities Are Placed; The scripter assigned to the quest takes the design doc and places the relevant creatures, markers, characters, everything used within the quest.

 

The Script is Written; The scripter then starts writing the meat of the script in lua, referencing all the entities they have placed, and then adding the dialogue from the text document.

 

Playability Testing; Design then take the script and play the basics, see if it works as an idea. If so, it gets passed, otherwise it gets redesigned.

 

Script Refined; After this point, all the elements of the script are refined, gradually getting closer to the final product. The correct creatures are added, the dialogue is re-written by a professional writer, a first pass of the dialogue is recorded (by a few of us in the company), the regions are prettied, and the quest generally looks a lot better.

 

And that’s pretty much it.

 

This milestone we have pretty much been doing some of the last stage on our first script, bumping into many problems with Navigation, animation, cameras and cutscenes. Still, the highlight of the week was having Debbie have to record a version of one of the characters singing a song in the game, I think she’d kill me if we posted it on here though…. Ha ha ha…

 

And I’m only 4 songs off completing Guitar Hero 2 on Expert…..Sooooo Close!!!!

   

Comments

 

mystic_sleet said:

That is very interesting,I see you are using the custom script office where by some just use the Proficient one.....(A movies game joke)

Thanks for telling us how Lionhead goes ahead to do its scripting Smile [:)]
Out of curiosity how many scripts would one game have?

By the way...
You know what happens after Expert mode, Blind fold mode Wink [;)]
September 7, 2007 12:45 PM
 

Awesome_welles said:

Nice post Gothnak.  Scripting sounds pretty cool.  Is it hard to get right?  My impression  of scripted sequences in games tends to be me stepping on invisible buttons and a bunch of baddies attacking me, or that helicopter crashing, etc, which will always happen every time.  Are you able to create more variable events and so on?

Have any scripted sequences ever gone laughably wrong the first time you've run them?

I'm really liking these blogs.  It's great to get a little insight from various people at Lionhead.
September 7, 2007 4:04 PM
 

RAVEK said:

"Without script the game would have random creatures, a.i. villagers, shops, but not really much else to do."
So basically you're turning the project from a sandbox into a game. :)
September 7, 2007 4:50 PM
 

netnoe said:

This milestone we have pretty much been doing some of the last stage on our first script, bumping into many problems with Navigation, animation, cameras and cutscenes.

Look at that last word.  Cutscenes! Does that mean there will be cutscenes, or are they "bumping into many problems" /avoiding/ cutscenes?
September 7, 2007 7:13 PM
 

satansmunchkin said:

Ravek no one likes a smart ass ;)

That was actually a very interesting read, and very understandable for someone with absolutely no real knowledge of how computer games are made. Thanks!

*feels compelled to buy Guitar Hero now* ...
September 8, 2007 12:30 PM
 

paulecoyote said:

Debbie sings for the game?  Wow.  I didn't hear about that :-)
September 10, 2007 6:26 AM
 

Gothnak said:

Here are a few answers:

"Out of curiosity how many scripts would one game have?" - Well, obviously i can't go into numbers as then it would be quoted, and i'll get into trouble. What i can say is that the script department is 12 strong on Fable 2, and was 6 strong on Fable 1. However, due to the way we are doing interactive cutscenes this time, it is a lot more complicated.

"Is it hard to get right?" - It's actually harder to design right. As we have to design the game, without any of the game actually working, it is very difficult to know 'what is fun'. Once you have a tight design, it isn't usually too difficult to match that design, but will that design be fun when implemented? that is a different matter altogether!

"Are you able to create more variable events and so on?" - Well, this being Fable, we are having to handle the player doing a hell of a lot more than in other games. You wanna kill this guy, fine, how about fart at him? yep... etc etc etc... It is unlikely the player will do exactly the same thing every time they play a script, so in relation, the script will be variable in it's response.

"Have any scripted sequences ever gone laughably wrong the first time you've run them?" - I think the funniest one on Fable 2 so far was demoing one of the first scripted quests to the whole team. The robo-voices (placeholder voice system) sound very amusing, and when they were all being triggered, while a bunch of gypsies were sliding around on the floor instead of walking, the friday meeting sort of degenerated into a bunch of laughter. Fortunately those massive problems are out of the way now, so the humour should be on purpose!

"So basically you're turning the project from a sandbox into a game. :)" - That is pretty much how i describe the game without scripting, yes.

"Look at that last word.  Cutscenes! Does that mean there will be cutscenes, or are they "bumping into many problems" /avoiding/ cutscenes?" - Oh we have 'cutscenes' just almost none of the 'watch this movie and do nothing else, just sit there, go on... enjoy it!'. 99% of ours are in game while you are playing the game, we still call them cutscenes internally though, just Interactive Cutscenes :-)

"*feels compelled to buy Guitar Hero now* ..." - 3 songs left now!!!!

"Debbie sings for the game?  Wow.  I didn't hear about that :-)" - you probably don't want to, i use sings in the loosest possible way!

September 10, 2007 10:55 AM
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About Gothnak

Been in this godforsaken industry for nigh on 13 years, and i'm not insane yet....

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