Advice on runtime scripting for players

Thats awesome @Rob-bb .Worked with Blitzbasic for years working my way up to the bravery of dealing with C++. I learned a great deal about compiler’s investigating Mark Sibly’s compiler code. I still favor the simple syntax of BASIC languages, which is why I appreciate Blueprints. C++ is just not easy on my eyes (too much symbol clutter). Unfortunately, Blitzbasic is gone. I definitely think it deserves a new life, taking advantage of all this new tech.

It is so interesting that you’re developing a 20 year old game dev’d in Blitzbasic. I’m also doing the same. My game’s (see signature) Tournament Event Management System is based on my previous BlitzBasic TournamentBlitz Event Management System. In fact, at this very moment I’m coding a Wordpress Plugin to provide Online Services Subsystem to handle Tournaments, and other Online Services. I would definitely like to hear more about your game, its probably been haunting you all this time.

OPTIONAL READING I developed the TournamentBlitz Event Management System (TBEMS) to support cash-driven tournaments and other monetization models. With Players could purchase Tokens via Paypal Button. My system used HTTP to support Paypal Buttons on Website/ Paypal Instant Payment Notification (IPN)communications with my MySQL server.

In regards to Scripting Languages, I’m currently at the crossroad to make this decision to use or not use a Scripting Language. I’ve already scripted a BASIC interpreter (based on mark sibly compiler code) in UE4 with Blueprints for fun. Its requires a little more work to be fully functional as a Scripting Language Interpreter. I have my plate full developing a non-traditional MMO single handedly.

My game is a multiplayer sandbox in which Players can create their own adventures in with a in-game toolset and subsystems provided. All tools are in-game. I see the ‘MOD’ problem as a ‘rapid’ content creation problem, not a scripting problem. I’m solving this MOD problem with Hyper-Bashing and Procedural Generation. The goal is to extend the game world and entities with *Parts *created in DCC which can be easily added/removed from the world at run-time.

I’m providing extendable modular game mechanics (mutators) , puzzle system, unified projectile combat to support myriad combination of Adventure Logic and Weapon combinations without programming. In my opinion, these areas need to be stable and have a predictable function to prevent game breaking.