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<?xml-stylesheet type="text/xsl" href="http://community.lionhead.com/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>So, What is Scripting?</title><link>http://community.lionhead.com/blogs/fable_2_development/archive/2007/09/07/2773423.aspx</link><description>I have a few spare moments while i'm building the game, and&amp;nbsp;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</description><dc:language>en-US</dc:language><generator>CommunityServer 2.0 (Debug Build: 60217.2664)</generator><item><title>re: So, What is Scripting?</title><link>http://community.lionhead.com/blogs/fable_2_development/archive/2007/09/07/2773423.aspx#2773469</link><pubDate>Fri, 07 Sep 2007 16:45:33 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2773469</guid><dc:creator>mystic_sleet</dc:creator><description>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)&lt;br&gt;&lt;br&gt;Thanks for telling us how Lionhead goes ahead to do its scripting &lt;img src="/emoticons/emotion-1.gif" alt="Smile [:)]" /&gt;&lt;br&gt;Out of curiosity how many scripts would one game have? &lt;br&gt;&lt;br&gt;By the way...&lt;br&gt;You know what happens after Expert mode, Blind fold mode &lt;img src="/emoticons/emotion-5.gif" alt="Wink [;)]" /&gt;</description></item><item><title>re: So, What is Scripting?</title><link>http://community.lionhead.com/blogs/fable_2_development/archive/2007/09/07/2773423.aspx#2773520</link><pubDate>Fri, 07 Sep 2007 20:04:28 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2773520</guid><dc:creator>Awesome_welles</dc:creator><description>Nice post Gothnak. &amp;nbsp;Scripting sounds pretty cool. &amp;nbsp;Is it hard to get right? &amp;nbsp;My impression &amp;nbsp;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. &amp;nbsp;Are you able to create more variable events and so on?&lt;br&gt;&lt;br&gt;Have any scripted sequences ever gone laughably wrong the first time you've run them?&lt;br&gt;&lt;br&gt;I'm really liking these blogs. &amp;nbsp;It's great to get a little insight from various people at Lionhead.</description></item><item><title>re: So, What is Scripting?</title><link>http://community.lionhead.com/blogs/fable_2_development/archive/2007/09/07/2773423.aspx#2773538</link><pubDate>Fri, 07 Sep 2007 20:50:02 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2773538</guid><dc:creator>RAVEK</dc:creator><description>&amp;quot;Without script the game would have random creatures, a.i. villagers, shops, but not really much else to do.&amp;quot;&lt;br&gt;So basically you're turning the project from a sandbox into a game. :)</description></item><item><title>re: So, What is Scripting?</title><link>http://community.lionhead.com/blogs/fable_2_development/archive/2007/09/07/2773423.aspx#2773579</link><pubDate>Fri, 07 Sep 2007 23:13:02 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2773579</guid><dc:creator>netnoe</dc:creator><description>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.&lt;br&gt;&lt;br&gt;Look at that last word. &amp;nbsp;Cutscenes! Does that mean there will be cutscenes, or are they &amp;quot;bumping into many problems&amp;quot; /avoiding/ cutscenes?</description></item><item><title>re: So, What is Scripting?</title><link>http://community.lionhead.com/blogs/fable_2_development/archive/2007/09/07/2773423.aspx#2773933</link><pubDate>Sat, 08 Sep 2007 16:30:19 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2773933</guid><dc:creator>satansmunchkin</dc:creator><description>Ravek no one likes a smart ass ;)&lt;br&gt;&lt;br&gt;That was actually a very interesting read, and very understandable for someone with absolutely no real knowledge of how computer games are made. Thanks!&lt;br&gt;&lt;br&gt;*feels compelled to buy Guitar Hero now* ...</description></item><item><title>re: So, What is Scripting?</title><link>http://community.lionhead.com/blogs/fable_2_development/archive/2007/09/07/2773423.aspx#2774806</link><pubDate>Mon, 10 Sep 2007 10:26:55 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2774806</guid><dc:creator>paulecoyote</dc:creator><description>Debbie sings for the game? &amp;nbsp;Wow. &amp;nbsp;I didn't hear about that :-)</description></item><item><title>re: So, What is Scripting?</title><link>http://community.lionhead.com/blogs/fable_2_development/archive/2007/09/07/2773423.aspx#2774865</link><pubDate>Mon, 10 Sep 2007 14:55:15 GMT</pubDate><guid isPermaLink="false">268911ed-2331-43fa-88af-667744ac8d5f:2774865</guid><dc:creator>Gothnak</dc:creator><description>Here are a few answers:&lt;br&gt;&lt;br&gt;&amp;quot;Out of curiosity how many scripts would one game have?&amp;quot; - 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.&lt;br&gt;&lt;br&gt;&amp;quot;Is it hard to get right?&amp;quot; - 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!&lt;br&gt;&lt;br&gt;&amp;quot;Are you able to create more variable events and so on?&amp;quot; - 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.&lt;br&gt;&lt;br&gt;&amp;quot;Have any scripted sequences ever gone laughably wrong the first time you've run them?&amp;quot; - 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!&lt;br&gt;&lt;br&gt;&amp;quot;So basically you're turning the project from a sandbox into a game. :)&amp;quot; - That is pretty much how i describe the game without scripting, yes.&lt;br&gt;&lt;br&gt;&amp;quot;Look at that last word. &amp;nbsp;Cutscenes! Does that mean there will be cutscenes, or are they &amp;quot;bumping into many problems&amp;quot; /avoiding/ cutscenes?&amp;quot; - 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 :-)&lt;br&gt;&lt;br&gt;&amp;quot;*feels compelled to buy Guitar Hero now* ...&amp;quot; - 3 songs left now!!!!&lt;br&gt;&lt;br&gt;&amp;quot;Debbie sings for the game? &amp;nbsp;Wow. &amp;nbsp;I didn't hear about that :-)&amp;quot; - you probably don't want to, i use sings in the loosest possible way!&lt;br&gt;&lt;br&gt;</description></item></channel></rss>